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diff --git a/media/corpses.png b/media/corpses.png
index 47c373b..6b5bc59 100644
Binary files a/media/corpses.png and b/media/corpses.png differ
diff --git a/src/Constants.h b/src/Constants.h
index 03bc37d..98bd1ed 100644
--- a/src/Constants.h
+++ b/src/Constants.h
@@ -1,326 +1,327 @@
/** This file is part of Witch Blast.
*
* Witch Blast is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Witch Blast is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Witch Blast. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef CONSTANTS_H_INCLUDED
#define CONSTANTS_H_INCLUDED
// uncomment to show bounding box in the app
// #define SHOW_BOUNDING_BOX
#include <string>
const std::string APP_NAME = "Witch Blast";
const std::string APP_VERSION = "0.1.3";
const std::string CONFIG_FILE = "config.dat";
const std::string SAVE_FILE = "game.sav";
const std::string SAVE_VERSION = "SAVE_0.1.2.1";
// Client size
const int SCREEN_WIDTH = 970;
const int SCREEN_HEIGHT = 720;
// Tile set
const int TILE_WIDTH = 64;
const int TILE_HEIGHT = 64;
// Tile map offset
const int OFFSET_X = 5;
const int OFFSET_Y = 5;
const int MAP_WIDTH = 15;
const int MAP_HEIGHT = 9;
const int MENU_MAP_WIDTH = 16;
const int MENU_MAP_HEIGHT = 13;
const int GAME_WIDTH = MAP_WIDTH * TILE_WIDTH;
const int GAME_HEIGHT = MAP_HEIGHT * TILE_HEIGHT;
const int FLOOR_WIDTH = 13;
const int FLOOR_HEIGHT = 7;
const int ITEM_WIDTH = 32;
const int ITEM_HEIGHT = 32;
const int BOLT_WIDTH = 24;
const int BOLT_HEIGHT = 24;
const int BB_LEFT = 22;
const int BB_RIGHT = 22;
const int BB_TOP = 4;
const int BB_BOTTOM = 31;
const float FADE_IN_DELAY = 1.0f;
const float FADE_OUT_DELAY = 1.0f;
enum item_images {
IMAGE_PLAYER_BASE,
IMAGE_PLAYER_EQUIP,
IMAGE_PLAYER_COLLAR,
IMAGE_BOLT,
IMAGE_TILES,
IMAGE_RAT,
IMAGE_MINIMAP,
IMAGE_DOOR,
IMAGE_ITEMS,
IMAGE_ITEMS_EQUIP,
IMAGE_CHEST,
IMAGE_BAT,
IMAGE_FLOWER,
IMAGE_SLIME,
IMAGE_IMP,
IMAGE_GIANT_SLIME,
IMAGE_KING_RAT,
IMAGE_BLOOD,
IMAGE_CORPSES,
IMAGE_CORPSES_BIG,
IMAGE_STAR,
IMAGE_STAR_2,
IMAGE_INTERFACE,
IMAGE_HUD_SHOTS,
IMAGE_PNJ,
IMAGE_FAIRY
};
enum sound_resources {
SOUND_NONE = -1,
SOUND_BLAST_STANDARD,
SOUND_BLAST_FLOWER,
SOUND_DOOR_CLOSING,
SOUND_DOOR_OPENING,
SOUND_CHEST_OPENING,
SOUND_IMPACT,
SOUND_BONUS,
SOUND_DRINK,
SOUND_EAT,
SOUND_PLAYER_HIT,
SOUND_PLAYER_DIE,
SOUND_ENNEMY_DYING,
SOUND_COIN_PICK_UP,
SOUND_PAY,
SOUND_WALL_IMPACT,
SOUND_BIG_WALL_IMPACT,
SOUND_KING_RAT_1,
SOUND_KING_RAT_2,
SOUND_KING_RAT_DIE,
SOUND_SLIME_JUMP,
SOUND_SLIME_IMAPCT,
SOUND_SLIME_IMAPCT_WEAK,
SOUND_SLIME_SMASH,
SOUND_ICE_CHARGE,
SOUND_ELECTRIC_CHARGE,
SOUND_SHOT_SELECT,
SOUND_HEART,
SOUND_RAT_DYING,
SOUND_BAT_DYING
};
enum corpses_ressources{
FRAME_CORPSE_RAT,
FRAME_CORPSE_BAT,
FRAME_CORPSE_FLOWER,
FRAME_CORPSE_GREEN_RAT,
FRAME_CORPSE_SLIME,
FRAME_CORPSE_BLACK_RAT,
- FRAME_CORPSE_IMP,
+ FRAME_CORPSE_IMP_RED,
+ FRAME_CORPSE_IMP_BLUE,
FRAME_CORPSE_KING_RAT,
FRAME_CORPSE_GIANT_SLIME
};
// Player game play
const float INITIAL_PLAYER_SPEED = 180.0f;
const int INITIAL_PLAYER_HP = 20;
const float INITIAL_PLAYER_FIRE_DELAY = 0.7f;
const float ACQUIRE_DELAY = 2.8f;
const float UNLOCK_DELAY = 1.0f;
const float INITIAL_BOLT_LIFE = 0.4f;
const int INITIAL_BOLT_DAMAGES = 8;
const float INITIAL_BOLT_VELOCITY = 700.0f;
const float INITIAL_BOLT_VISCOSITY = 0.97f;
const float FAIRY_SPEED = 180.0f;
const float FAIRY_FIRE_DELAY = 0.8f;
const float ICE_FAIRY_FIRE_DELAY = 1.3f;
const float FAIRY_BOLT_LIFE = 0.4f;
const int FAIRY_BOLT_DAMAGES = 8;
const float FAIRY_BOLT_VELOCITY = 700.0f;
enum chest_type_enum {
CHEST_BASIC,
CHEST_EXIT,
CHEST_FAIRY
};
// Artefact Info
const float ARTEFACT_RECT_WIDTH = 600.0f;
const float ARTEFACT_RECT_HEIGHT = 100.0f;
const float ARTEFACT_POS_Y = 450.0f;
const float ARTEFACT_BORDER = 8.0f;
const float ARTEFACT_ZOOM_TIME = 0.5f;
// shot types
enum enumShotType {
ShotTypeStandard,
ShotTypeIce,
ShotTypeIllusion,
ShotTypeStone,
ShotTypeLightning
};
// special shots effects
const int MAX_SHOT_LEVEL = 3;
const float STATUS_FROZEN_DELAY[MAX_SHOT_LEVEL] // how long the freeze occurs
= { 4.0f, 5.0f, 6.0f };
const float STATUS_FROZEN_BOLT_DELAY[MAX_SHOT_LEVEL] // reload time
= { 3.0f, 2.6f, 2.0f };
const float STATUS_FROZEN_MULT[MAX_SHOT_LEVEL] // speed multiplier (= 3 times slower)
= { 0.38f, 0.33f, 0.28f };
const float STONE_DECOIL_DELAY[MAX_SHOT_LEVEL] // how long the stun occurs
= { 0.15f, 0.3f, 0.5f };
const float STONE_DECOIL_VELOCITY[MAX_SHOT_LEVEL] // Decoil power
= { 110.0f, 160.0f, 220.0f };
const float ILLUSION_DAMAGES_DECREASE[MAX_SHOT_LEVEL] // Decoil power
= { 0.8f, 0.9f, 1.0f };
const float LIGHTNING_VISCOSITY_INCREASE[MAX_SHOT_LEVEL] // Decoil power
= { 0.01, 0.015f, 0.02f };
// entity type
const int ENTITY_PLAYER = 1;
const int ENTITY_FAMILIAR = 2;
const int ENTITY_DOOR = 3;
const int ENTITY_ARTIFACT_DESCRIPTION = 9;
const int ENTITY_BLOOD = 11;
const int ENTITY_CORPSE = 12;
const int ENTITY_EFFECT = 13;
const int ENTITY_BOLT = 15;
const int ENTITY_ENNEMY_BOLT = 16;
const int ENTITY_PNJ = 17;
const int ENTITY_CHEST = 18;
const int ENTITY_ITEM = 19;
const int ENTITY_ENNEMY = 21;
const int ENTITY_ENNEMY_INVOCATED = 22;
const int ENTITY_ENNEMY_BOSS = 23;
const int ENTITY_ENNEMY_MAX = 23;
// monster type
enum monster_type_enum
{
MONSTER_RAT,
MONSTER_BAT,
MONSTER_EVIL_FLOWER,
MONSTER_SLIME,
MONSTER_BLACK_RAT,
MONSTER_IMP_RED,
MONSTER_IMP_BLUE,
MONSTER_KING_RAT
};
const float DOOR_OPEN_TIME = 1.0f;
const float DOOR_CLOSE_TIME = 1.0f;
// Rat
const float RAT_SPEED = 160.0f;
const int RAT_HP = 24;
const int RAT_DAMAGES = 5;
const int RAT_BB_LEFT = 14;
const int RAT_BB_WIDTH_DIFF = 28;
const int RAT_BB_TOP = 22;
const int RAT_BB_HEIGHT_DIFF = 22;
// Green Rat
const float GREEN_RAT_SPEED = 170.0f;
const int GREEN_RAT_HP = 16;
const int GREEN_RAT_DAMAGES = 5;
const float GREEN_RAT_FADE = 1.0f;
// Black Rat
const float BLACK_RAT_SPEED = 160.0f;
const int BLACK_RAT_HP = 24;
const int BLACK_RAT_DAMAGES = 5;
// Bat
const float BAT_SPEED = 250.0f;
const int BAT_HP = 8;
const int BAT_DAMAGES = 5;
const int BAT_BB_LEFT = 5;
const int BAT_BB_WIDTH_DIFF = 10;
const int BAT_BB_TOP = 2;
const int BAT_BB_HEIGHT_DIFF = 32;
// Evl Flower
const int EVIL_FLOWER_HP = 16;
const int EVIL_FLOWER_MELEE_DAMAGES = 8;
const int EVIL_FLOWER_MISSILE_DAMAGES = 5;
const int EVIL_FLOWER_BB_LEFT = 14;
const int EVIL_FLOWER_BB_WIDTH_DIFF = 28;
const int EVIL_FLOWER_BB_TOP = 22;
const int EVIL_FLOWER_BB_HEIGHT_DIFF = 22;
const float EVIL_FLOWER_FIRE_DELAY = 2.7f;
const float EVIL_FLOWER_FIRE_VELOCITY = 220.0f;
// Slime
const int SLIME_HP = 16;
const int SLIME_DAMAGES = 5;
const int SLIME_BB_LEFT = 13;
const int SLIME_BB_WIDTH_DIFF = 26;
const int SLIME_BB_TOP = 38;
const int SLIME_BB_HEIGHT_DIFF = 40;
// Imp
const float IMP_SPEED = 180.0f;
const int IMP_HP = 20;
const int IMP_MELEE_DAMAGES = 5;
const int IMP_MISSILE_DAMAGES = 8;
const int IMP_BB_LEFT = 5;
const int IMP_BB_WIDTH_DIFF = 10;
const int IMP_BB_TOP = 2;
const int IMP_BB_HEIGHT_DIFF = 32;
const float IMP_FIRE_VELOCITY = 250.0f;
// Giant Slime
const int GIANT_SLIME_HP = 650;
const int GIANT_SLIME_DAMAGES = 8;
const int GIANT_SLIME_MISSILE_DAMAGES = 6;
const float GIANT_SLIME_MISSILE_DELAY = 0.33f;
const float GIANT_SLIME_FIRE_VELOCITY = 200.0f;
const int GIANT_SLIME_BB_LEFT = 26;
const int GIANT_SLIME_BB_WIDTH_DIFF = 52;
const int GIANT_SLIME_BB_TOP = 64;
const int GIANT_SLIME_BB_HEIGHT_DIFF = 12;
const int GIANT_SLIME_SPEED = 85.0f;
// KingRat
const float KING_RAT_SPEED = 200.0f;
const float KING_RAT_RUNNING_SPEED = 600.0f;
const float KING_RAT_BERSERK_SPEED = 250.0f;
const float KING_RAT_RUNNING_RECOIL = 750.0f;
const int KING_RAT_HP = 700;
const int KING_RAT_DAMAGES = 8;
// EFFECTS
const float HURTING_DELAY = 0.4f;
const float HEART_BEAT_DELAY = 1.2f;
#endif // CONSTANTS_H_INCLUDED
diff --git a/src/ImpEntity.cpp b/src/ImpEntity.cpp
index 61af633..d0a24ab 100644
--- a/src/ImpEntity.cpp
+++ b/src/ImpEntity.cpp
@@ -1,222 +1,231 @@
#include "ImpEntity.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"
#include "EnnemyBoltEntity.h"
ImpEntity::ImpEntity(float x, float y, impTypeEnum impType)
: EnnemyEntity (ImageManager::getImageManager()->getImage(IMAGE_IMP), x, y)
{
- creatureSpeed = IMP_SPEED * 0.7f;
+ // general
+ creatureSpeed = IMP_SPEED;
velocity = Vector2D(creatureSpeed);
hp = IMP_HP;
meleeDamages = IMP_MELEE_DAMAGES;
type = ENTITY_ENNEMY;
bloodColor = bloodRed;
changingDelay = 1.5f + (float)(rand() % 2500) / 1000.0f;
shadowFrame = 4;
movingStyle = movFlying;
imagesProLine = 5;
- if (impType == ImpTypeBlue) dyingFrame = 8;
- else dyingFrame = 3;
-
- deathFrame = FRAME_CORPSE_IMP;
agonizingSound = SOUND_BAT_DYING;
-
this->impType = impType;
state = 0;
+
+ // Imp-specific
+ if (impType == ImpTypeBlue)
+ {
+ dyingFrame = 8;
+ deathFrame = FRAME_CORPSE_IMP_BLUE;
+ resistance[ResistanceFrozen] = ResistanceImmune;
+ }
+ else
+ {
+ dyingFrame = 3;
+ deathFrame = FRAME_CORPSE_IMP_RED;
+ }
}
void ImpEntity::animate(float delay)
{
if (!isDying && !isAgonising)
{
if (age < 0.0f)
frame = 1;
else
{
changingDelay -= delay;
if (changingDelay < 0.0f)
{
if (state == 0) // flying -> pause
{
viscosity = 0.965f;
state = 1;
changingDelay = 0.5f;
}
else if (state == 1) // pause -> fire -> pause
{
changingDelay = 0.4f;
fire();
state = 2;
}
else if (state == 2) // pause -> teleport -> pause
{
teleport();
state = 3;
changingDelay = 0.4f;
}
else if (state == 3)
{
velocity = Vector2D(creatureSpeed);
changingDelay = 1.5f + (float)(rand() % 2500) / 1000.0f;
viscosity = 1.0f;
state = 0;
}
}
switch (((int)(age * 5.0f)) % 4)
{
case 0:
case 2: frame = 0; break;
case 1: frame = 1; break;
case 3: frame = 2; break;
}
}
if (impType == ImpTypeBlue) frame += 5;
}
EnnemyEntity::animate(delay);
}
void ImpEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2 + IMP_BB_LEFT;
boundingBox.width = width - IMP_BB_WIDTH_DIFF;
boundingBox.top = (int)y - height / 2 + IMP_BB_TOP;
boundingBox.height = height - IMP_BB_HEIGHT_DIFF;
}
void ImpEntity::collideMapRight()
{
velocity.x = -velocity.x;
}
void ImpEntity::collideMapLeft()
{
velocity.x = -velocity.x;
}
void ImpEntity::collideMapTop()
{
velocity.y = -velocity.y;
}
void ImpEntity::collideMapBottom()
{
velocity.y = -velocity.y;
}
void ImpEntity::collideWithEnnemy(GameEntity* collidingEntity)
{
EnnemyEntity* entity = static_cast<EnnemyEntity*>(collidingEntity);
if (entity->getMovingStyle() == movFlying)
{
setVelocity(Vector2D(entity->getX(), entity->getY()).vectorTo(Vector2D(x, y), creatureSpeed ));
}
}
bool ImpEntity::hurt(int damages, enumShotType hurtingType, int level)
{
bool result = BaseCreatureEntity::hurt(damages, hurtingType, level);
if (!isDying && !isAgonising)
{
teleport();
state = 3;
changingDelay = 0.4f;
}
return result;
}
void ImpEntity::dying()
{
EnnemyEntity::dying();
h = 25.0f;
}
void ImpEntity::fire()
{
SoundManager::getSoundManager()->playSound(SOUND_BLAST_FLOWER);
- EnnemyBoltEntity* bolt = new EnnemyBoltEntity
- (x, y, ShotTypeStandard, 0);
- bolt->setFrame(6);
-
- if (impType == ImpTypeBlue) bolt->setFrame(2);
+ EnnemyBoltEntity* bolt;
+ if (impType == ImpTypeBlue)
+ bolt = new EnnemyBoltEntity(x, y, ShotTypeIce, 0);
+ else
+ bolt = new EnnemyBoltEntity(x, y, ShotTypeStandard, 0);
- float flowerFireVelocity = IMP_FIRE_VELOCITY;
- if (specialState[SpecialStateIce].active) flowerFireVelocity *= 0.5f;
- bolt->setVelocity(Vector2D(x, y).vectorTo(game().getPlayerPosition(), flowerFireVelocity ));
+ float fireVelocity = IMP_FIRE_VELOCITY;
+ if (specialState[SpecialStateIce].active) fireVelocity *= 0.5f;
+ bolt->setVelocity(Vector2D(x, y).vectorTo(game().getPlayerPosition(), fireVelocity ));
}
void ImpEntity::generateStar(sf::Color starColor)
{
SpriteEntity* spriteStar = new SpriteEntity(
ImageManager::getImageManager()->getImage(IMAGE_STAR_2),
x, y);
spriteStar->setScale(0.8f, 0.8f);
spriteStar->setZ(z-1.0f);
spriteStar->setLifetime(0.8f);
spriteStar->setSpin(-100 + rand()%200);
spriteStar->setVelocity(Vector2D(10 + rand()%40));
spriteStar->setWeight(-150);
spriteStar->setFading(true);
spriteStar->setColor(starColor);
}
void ImpEntity::teleport()
{
bool ok = false;
int xm, ym;
float xMonster, yMonster;
for(int i=0; i < 6; i++)
{
if (impType == ImpTypeBlue)
{
generateStar(sf::Color(50, 50, 255, 255));
generateStar(sf::Color(200, 200, 255, 255));
}
else
{
generateStar(sf::Color(255, 50, 50, 255));
generateStar(sf::Color(255, 200, 200, 255));
}
}
while (!ok)
{
xm = 1 +rand() % (MAP_WIDTH - 3);
ym = 1 +rand() % (MAP_HEIGHT - 3);
xMonster = OFFSET_X + xm * TILE_WIDTH + TILE_WIDTH * 0.5f;
yMonster = OFFSET_Y + ym * TILE_HEIGHT+ TILE_HEIGHT * 0.5f;
- ok = (game().getPlayerPosition().distance2(Vector2D(xMonster, yMonster)) > 60000);
+ ok = (game().getPlayerPosition().distance2(Vector2D(xMonster, yMonster)) > 40000);
}
x = xMonster;
y = yMonster;
for(int i=0; i < 6; i++)
{
if (impType == ImpTypeBlue)
{
generateStar(sf::Color(50, 50, 255, 255));
generateStar(sf::Color(200, 200, 255, 255));
}
else
{
generateStar(sf::Color(255, 50, 50, 255));
generateStar(sf::Color(255, 200, 200, 255));
}
}
}

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