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diff --git a/src/BoltEntity.cpp b/src/BoltEntity.cpp
index 020788a..401ff10 100644
--- a/src/BoltEntity.cpp
+++ b/src/BoltEntity.cpp
@@ -1,260 +1,265 @@
#include "BoltEntity.h"
#include "Constants.h"
#include "DungeonMap.h"
#include "WitchBlastGame.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
BoltEntity::BoltEntity(float x, float y, float boltLifeTime, enumShotType boltType, int level)
: CollidingSpriteEntity (ImageManager::getImageManager()->getImage(IMAGE_BOLT), x, y, BOLT_WIDTH, BOLT_HEIGHT)
{
lifetime = boltLifeTime;
setDamages(INITIAL_BOLT_DAMAGES);
type = ENTITY_BOLT;
viscosity = INITIAL_BOLT_VISCOSITY;
this->level = level;
if (boltType == ShotTypeLightning) viscosity += LIGHTNING_VISCOSITY_INCREASE[level];
frame = 0;
setMap(game().getCurrentMap(), TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
this->boltType = boltType;
switch (boltType)
{
case ShotTypeStandard: frame = 0; break;
case ShotTypeIce: frame = 2; break;
case ShotTypeStone: frame = 4; break;
case ShotTypeLightning: frame = 5; break;
case ShotTypeIllusion: frame = 3; break;
}
testWallsCollision = false;
flying = false;
// avoid starting in wall
if (y > (OFFSET_Y + (MAP_HEIGHT - 1) * TILE_HEIGHT - 16))
this->y = OFFSET_Y + (MAP_HEIGHT - 1) * TILE_HEIGHT - 16;
}
int BoltEntity::getDamages()
{
return damages;
}
unsigned int BoltEntity::getLevel()
{
return level;
}
void BoltEntity::setDamages(int damages)
{
this->damages = damages;
if (damages <= 4) renderScale = 0.8f;
else if (damages <= 8) renderScale = 0.85f;
else if (damages <= 12) renderScale = 0.9f;
else if (damages <= 16) renderScale = 1.0f;
else if (damages <= 20) renderScale = 1.1f;
else if (damages <= 24) renderScale = 1.2f;
else if (damages <= 30) renderScale = 1.3f;
else renderScale = 1.4f;
sprite.scale(renderScale, renderScale);
}
enumShotType BoltEntity::getBoltType()
{
return boltType;
}
bool BoltEntity::isFlying()
{
return flying;
}
void BoltEntity::setFlying(bool flying)
{
this->flying = flying;
}
void BoltEntity::animate(float delay)
{
SpriteEntity* trace = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_BOLT), x, y, BOLT_WIDTH, BOLT_HEIGHT);
trace->setFading(true);
trace->setZ(y);
trace->setLifetime(0.2f);
trace->setShrinking(true, renderScale, renderScale);
trace->setType(16);
trace->setFrame(frame);
z = y + height;
testWallsCollision = true;
CollidingSpriteEntity::animate(delay);
testWallsCollision = false;
if ( (lifetime - age) < 0.2f)
{
if (age >= lifetime)
sprite.setColor(sf::Color(255, 255, 255, 0));
else
sprite.setColor(sf::Color(255, 255, 255, (sf::Uint8)((lifetime - age) / 0.2f * 255)));
}
if (((velocity.x)*(velocity.x) + (velocity.y)*(velocity.y)) < 1500.0f) isDying = true;
}
void BoltEntity::calculateBB()
{
int colSize = testWallsCollision ? 1 : 10;
boundingBox.left = x - colSize;
boundingBox.width = colSize * 2;
boundingBox.top = y - colSize;
boundingBox.height = colSize * 2;
}
void BoltEntity::collide()
{
isDying = true;
for (int i=0; i<5; i++)
{
Vector2D vel(40.0f + rand() % 50);
generateParticule(vel);
}
}
void BoltEntity::generateParticule(Vector2D vel)
{
SpriteEntity* trace = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_BOLT), x, y, BOLT_WIDTH, BOLT_HEIGHT);
trace->setFading(true);
trace->setZ(y);
trace->setLifetime(0.5f);
trace->setScale(0.3f, 0.3f);
trace->setVelocity(vel);
trace->setViscosity(0.97f);
trace->setType(16);
trace->setFrame(frame);
}
bool BoltEntity::collideWithMap(int direction)
{
calculateBB();
int xTile0 = (boundingBox.left - offsetX) / tileWidth;
int xTilef = (boundingBox.left + boundingBox.width - offsetX) / tileWidth;
int yTile0 = (boundingBox.top - offsetY) / tileHeight;
int yTilef = (boundingBox.top + boundingBox.height - offsetY) / tileHeight;
if (boundingBox.top < 0) yTile0 = -1;
for (int xTile = xTile0; xTile <= xTilef; xTile++)
for (int yTile = yTile0; yTile <= yTilef; yTile++)
{
if (boltType != ShotTypeIllusion)
{
if (flying)
{
if ( dynamic_cast<DungeonMap*>(map)->isFlyable(xTile, yTile) == false ) return true;
}
else
{
if ( dynamic_cast<DungeonMap*>(map)->isShootable(xTile, yTile) == false ) return true;
}
}
}
return false;
}
void BoltEntity::onDying()
+{
+ isDying = true;
+}
+
+void BoltEntity::stuck()
{
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
for (int i=0; i<5; i++)
{
Vector2D vel(100.0f + rand() % 150);
generateParticule(vel);
}
- isDying = true;
+ onDying();
}
void BoltEntity::collideMapRight()
{
if (boltType == ShotTypeLightning)
{
velocity.x = -velocity.x;
}
else
{
velocity.x = 0.0f;
isDying = true;
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
for (int i=0; i<5; i++)
{
Vector2D vel(100.0f + rand() % 150);
if (vel.x > 0.0f) vel.x = - vel.x;
generateParticule(vel);
}
}
}
void BoltEntity::collideMapLeft()
{
if (boltType == ShotTypeLightning)
{
velocity.x = -velocity.x;
}
else
{
velocity.x = 0.0f;
isDying = true;
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
for (int i=0; i<5; i++)
{
Vector2D vel(100.0f + rand() % 150);
if (vel.x < 0.0f) vel.x = - vel.x;
generateParticule(vel);
}
}
}
void BoltEntity::collideMapTop()
{
if (boltType == ShotTypeLightning)
{
velocity.y = -velocity.y;
}
else
{
velocity.y = 0.0f;
isDying = true;
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
for (int i=0; i<5; i++)
{
Vector2D vel(100.0f + rand() % 150);
if (vel.y < 0.0f) vel.y = - vel.y;
generateParticule(vel);
}
}
}
void BoltEntity::collideMapBottom()
{
if (boltType == ShotTypeLightning)
{
velocity.y = -velocity.y;
}
else
{
velocity.y = 0.0f;
isDying = true;
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
for (int i=0; i<5; i++)
{
Vector2D vel(100.0f + rand() % 150);
if (vel.y > 0.0f) vel.y = - vel.y;
generateParticule(vel);
}
}
}
diff --git a/src/BoltEntity.h b/src/BoltEntity.h
index 197b25c..996c0db 100644
--- a/src/BoltEntity.h
+++ b/src/BoltEntity.h
@@ -1,47 +1,48 @@
#ifndef BOLTENTITY_H
#define BOLTENTITY_H
#include "sfml_game/CollidingSpriteEntity.h"
#include "Constants.h"
/*! \class BoltEntity
* \brief bolt thrown by the player
*
* BoltEntity are the missile weapons thrown by the player.
* The can collide with an enemy (to hurt him) or with the walls.
*/
class BoltEntity : public CollidingSpriteEntity
{
public:
BoltEntity(float x, float y, float boltLifeTime, enumShotType boltType, int level);
virtual void animate(float delay);
void collide();
void generateParticule(Vector2D vel);
int getDamages();
unsigned int getLevel();
void setDamages(int damages);
enumShotType getBoltType();
bool isFlying();
void setFlying(bool flying);
protected:
virtual void calculateBB();
virtual void collideMapRight();
virtual void collideMapLeft();
virtual void collideMapTop();
virtual void collideMapBottom();
virtual bool collideWithMap(int direction);
virtual void onDying();
+ virtual void stuck();
int damages;
float renderScale;
enumShotType boltType;
private:
bool testWallsCollision;
bool flying;
unsigned int level;
};
#endif // BOLTENTITY_H

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