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diff --git a/src/GreenRatEntity.cpp b/src/GreenRatEntity.cpp
index 23aa840..721da0e 100644
--- a/src/GreenRatEntity.cpp
+++ b/src/GreenRatEntity.cpp
@@ -1,115 +1,125 @@
#include "GreenRatEntity.h"
#include "BoltEntity.h"
#include "PlayerEntity.h"
#include "sfml_game/SpriteEntity.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "Constants.h"
#include "WitchBlastGame.h"
GreenRatEntity::GreenRatEntity(float x, float y)
: EnnemyEntity (ImageManager::getImageManager()->getImage(IMAGE_RAT), x, y)
{
imagesProLine = 8;
creatureSpeed = GREEN_RAT_SPEED;
velocity = Vector2D(creatureSpeed);
computeFacingDirection();
hp = GREEN_RAT_HP;
meleeDamages = GREEN_RAT_DAMAGES;
type = ENTITY_ENNEMY_INVOCATED;
bloodColor = bloodRed;
shadowFrame = 7;
dyingFrame = 14;
deathFrame = FRAME_CORPSE_GREEN_RAT;
agonizingSound = SOUND_RAT_DYING;
timer = (rand() % 50) / 10.0f;
age = -GREEN_RAT_FADE;
frame = 8;
}
void GreenRatEntity::animate(float delay)
{
z = y + boundingBox.top + boundingBox.height;
if (age > 0.0f && !isAgonising)
{
sprite.setColor(sf::Color(255,255,255,255));
timer = timer - delay;
if (timer <= 0.0f)
{
timer = (rand() % 50) / 10.0f;
setVelocity(Vector2D(x, y).vectorTo(game().getPlayerPosition(), GREEN_RAT_SPEED ));
computeFacingDirection();
}
frame = 8 + ((int)(age * 5.0f)) % 2;
if (facingDirection == 4 || facingDirection == 6) frame += 2;
isMirroring = (facingDirection == 4 );
if (facingDirection == 8) frame += 4;
}
else if (!isAgonising)
{
sprite.setColor(sf::Color(255,255,255,255 * (1.0 + age)));
}
+ else if (isAgonising)
+ {
+ if (hVelocity < -1.0f)
+ {
+ int fade = h * 200 / 25;
+ if (fade > 200) fade = 200;
+ else if (fade < 0) fade = 0;
+ sprite.setColor(sf::Color(255, 255, 255, fade));
+ }
+ }
EnnemyEntity::animate(delay);
}
void GreenRatEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2 + RAT_BB_LEFT;
boundingBox.width = width - RAT_BB_WIDTH_DIFF;
boundingBox.top = (int)y - height / 2 + RAT_BB_TOP;
boundingBox.height = height - RAT_BB_HEIGHT_DIFF;
}
void GreenRatEntity::collideMapRight()
{
velocity.x = -velocity.x;
if (recoil.active) recoil.velocity.x = -recoil.velocity.x;
computeFacingDirection();
}
void GreenRatEntity::collideMapLeft()
{
velocity.x = -velocity.x;
if (recoil.active) recoil.velocity.x = -recoil.velocity.x;
computeFacingDirection();
}
void GreenRatEntity::collideMapTop()
{
velocity.y = -velocity.y;
if (recoil.active) recoil.velocity.y = -recoil.velocity.y;
computeFacingDirection();
}
void GreenRatEntity::collideMapBottom()
{
velocity.y = -velocity.y;
if (recoil.active) recoil.velocity.y = -recoil.velocity.y;
computeFacingDirection();
}
void GreenRatEntity::collideWithEnnemy(GameEntity* collidingEntity)
{
if (recoil.active && recoil.stun) return;
EnnemyEntity* entity = static_cast<EnnemyEntity*>(collidingEntity);
if (entity->getMovingStyle() == movWalking )
{
Vector2D vel = Vector2D(entity->getX(), entity->getY()).vectorTo(Vector2D(x, y), 100.0f );
giveRecoil(false, vel, 0.3f);
computeFacingDirection();
}
}
void GreenRatEntity::drop()
{
// no drop
}
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