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diff --git a/src/EnnemyBoltEntity.cpp b/src/EnnemyBoltEntity.cpp
index 23532cd..82b1a76 100644
--- a/src/EnnemyBoltEntity.cpp
+++ b/src/EnnemyBoltEntity.cpp
@@ -1,114 +1,36 @@
#include "EnnemyBoltEntity.h"
#include "Constants.h"
#include "sfml_game/ImageManager.h"
#include "WitchBlastGame.h"
-EnnemyBoltEntity::EnnemyBoltEntity(sf::Texture* image, float x = 0.0f, float y = 0.0f) : CollidingSpriteEntity (image, x, y, BOLT_WIDTH, BOLT_HEIGHT)
+EnnemyBoltEntity::EnnemyBoltEntity(float x, float y, enumShotType boltType, int level) :
+ BoltEntity(x, y, -1, boltType, level)
{
damages = INITIAL_BOLT_DAMAGES;
type = ENTITY_ENNEMY_BOLT;
+ viscosity = 1.0f;
frame = 1;
setMap(game().getCurrentMap(), TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
}
-int EnnemyBoltEntity::getDamages()
-{
- return damages;
-}
-
-void EnnemyBoltEntity::setDamages(int damages)
-{
- this->damages = damages;
-}
-
void EnnemyBoltEntity::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);
trace->setFrame(frame);
trace->setType(16);
z = y + height;
CollidingSpriteEntity::animate(delay);
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)));
}
}
-
-void EnnemyBoltEntity::collide()
-{
- isDying = true;
-}
-
-void EnnemyBoltEntity::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->setFrame(frame);
- trace->setType(16);
-}
-
-void EnnemyBoltEntity::collideMapRight()
-{
- velocity.x = 0.0f;
- isDying = true;
-
- 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 EnnemyBoltEntity::collideMapLeft()
-{
- velocity.x = 0.0f;
- isDying = true;
-
- 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 EnnemyBoltEntity::collideMapTop()
-{
- velocity.y = 0.0f;
- isDying = true;
-
- 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 EnnemyBoltEntity::collideMapBottom()
-{
- velocity.y = 0.0f;
- isDying = true;
-
- 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/EnnemyBoltEntity.h b/src/EnnemyBoltEntity.h
index 85aa57f..2ad4707 100644
--- a/src/EnnemyBoltEntity.h
+++ b/src/EnnemyBoltEntity.h
@@ -1,27 +1,14 @@
#ifndef ENNEMYBOLTENTITY_H
#define ENNEMYBOLTENTITY_H
-#include "sfml_game/CollidingSpriteEntity.h"
+#include "BoltEntity.h"
-class EnnemyBoltEntity : public CollidingSpriteEntity
+
+class EnnemyBoltEntity : public BoltEntity
{
public:
- EnnemyBoltEntity(sf::Texture* image, float x, float y);
+ EnnemyBoltEntity(float x, float y, enumShotType boltType, int level);
virtual void animate(float delay);
- void collide();
- void generateParticule(Vector2D vel);
-
- int getDamages();
- void setDamages(int damages);
-
- protected:
- virtual void collideMapRight();
- virtual void collideMapLeft();
- virtual void collideMapTop();
- virtual void collideMapBottom();
-
- int damages;
- private:
};
#endif // ENNEMYBOLTENTITY_H
diff --git a/src/EvilFlowerEntity.cpp b/src/EvilFlowerEntity.cpp
index 61c896b..5905d87 100644
--- a/src/EvilFlowerEntity.cpp
+++ b/src/EvilFlowerEntity.cpp
@@ -1,100 +1,100 @@
#include "EvilFlowerEntity.h"
#include "BoltEntity.h"
#include "EnnemyBoltEntity.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 <math.h>
EvilFlowerEntity::EvilFlowerEntity(float x, float y)
: EnnemyEntity (ImageManager::getImageManager()->getImage(IMAGE_FLOWER), x, y)
{
hp = EVIL_FLOWER_HP;
meleeDamages = EVIL_FLOWER_MELEE_DAMAGES;
setSpin(50.0f);
frame = 0;
type = 23;
bloodColor = bloodGreen;
//shadowFrame = 2;
fireDelay = EVIL_FLOWER_FIRE_DELAY;
age = -1.0f + (rand() % 2500) * 0.001f;
}
void EvilFlowerEntity::animate(float delay)
{
float flowerDelay = delay;
if (specialState[SpecialStateIce].active) flowerDelay = delay * specialState[SpecialStateIce].parameter;
if (fireDelay < 0.7f) setSpin(500.0f);
else if (fireDelay < 1.4f) setSpin(120.0f);
else setSpin(50.0f);
EnnemyEntity::animate(delay);
angle += spin * flowerDelay;
if (age > 0.0f)
{
fireDelay -= flowerDelay;
if (fireDelay <= 0.0f)
{
fireDelay = EVIL_FLOWER_FIRE_DELAY;
fire();
}
}
}
void EvilFlowerEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2 + EVIL_FLOWER_BB_LEFT;
boundingBox.width = width - EVIL_FLOWER_BB_WIDTH_DIFF;
boundingBox.top = (int)y - height / 2 + EVIL_FLOWER_BB_TOP;
boundingBox.height = height - EVIL_FLOWER_BB_HEIGHT_DIFF;
}
void EvilFlowerEntity::dying()
{
isDying = true;
SpriteEntity* deadFlower = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CORPSES), x, y, 64, 64);
deadFlower->setZ(OFFSET_Y);
deadFlower->setFrame(FRAME_CORPSE_FLOWER);
deadFlower->setType(ENTITY_CORPSE);
for (int i = 0; i < 4; i++) game().generateBlood(x, y, bloodColor);
drop();
SoundManager::getSoundManager()->playSound(SOUND_ENNEMY_DYING);
}
void EvilFlowerEntity::fire()
{
SoundManager::getSoundManager()->playSound(SOUND_BLAST_FLOWER);
EnnemyBoltEntity* bolt = new EnnemyBoltEntity
- (ImageManager::getImageManager()->getImage(IMAGE_BOLT), x, y + 10);
+ (x, y + 10, ShotTypeStandard, 0);
bolt->setFrame(1);
bolt->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
float flowerFireVelocity = EVIL_FLOWER_FIRE_VELOCITY;
if (specialState[SpecialStateIce].active) flowerFireVelocity *= 0.5f;
bolt->setVelocity(Vector2D(x, y).vectorTo(game().getPlayerPosition(), flowerFireVelocity ));
}
void EvilFlowerEntity::render(sf::RenderTarget* app)
{
sprite.setPosition(x, y);
float savedAngle = sprite.getRotation();
sprite.setRotation(0.0f);
// shadow
sprite.setTextureRect(sf::IntRect(width * 2, 0, width, height));
app->draw(sprite);
sprite.setTextureRect(sf::IntRect(width, 0, width, height));
app->draw(sprite);
sprite.setRotation(savedAngle);
EnnemyEntity::render(app);
}
diff --git a/src/GiantSlimeEntity.cpp b/src/GiantSlimeEntity.cpp
index c0fc6e4..696dbe1 100644
--- a/src/GiantSlimeEntity.cpp
+++ b/src/GiantSlimeEntity.cpp
@@ -1,450 +1,450 @@
#include "GiantSlimeEntity.h"
#include "BoltEntity.h"
#include "EnnemyBoltEntity.h"
#include "PlayerEntity.h"
#include "SlimeEntity.h"
#include "sfml_game/SpriteEntity.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "Constants.h"
#include "WitchBlastGame.h"
#include <iostream>
GiantSlimeEntity::GiantSlimeEntity(float x, float y)
: EnnemyEntity (ImageManager::getImageManager()->getImage(IMAGE_GIANT_SLIME), x, y)
{
width = 128;
height = 128;
creatureSpeed = GIANT_SLIME_SPEED;
velocity = Vector2D(creatureSpeed);
hp = GIANT_SLIME_HP;
hpDisplay = hp;
hpMax = GIANT_SLIME_HP;
meleeDamages = GIANT_SLIME_DAMAGES;
missileDelay = GIANT_SLIME_MISSILE_DELAY;
type = ENTITY_ENNEMY_BOSS;
bloodColor = bloodGreen;
shadowFrame = 3;
frame = 0;
sprite.setOrigin(64.0f, 64.0f);
h = 0.0f;
age = -2.0f;
changeToState(0);
slimeCounter = 0;
slimeTimer =5.0f;
resistance[ResistanceFrozen] = ResistanceVeryHigh;
}
void GiantSlimeEntity::changeToState(int n)
{
if (n == 0) // walking
{
state = 0;
counter = 8 + rand() % 7;
timer = -1.0f;
viscosity = 1.0f;
}
else if (n == 1 || n == 3 || n == 5 || n == 8) // waiting
{
state = n;
timer = 1.2f;
setVelocity(Vector2D(0.0f, 0.0f));
}
else if (n == 2) // jumping
{
state = 2;
timer = 4.0f;
viscosity = 0.991f;
SoundManager::getSoundManager()->playSound(SOUND_SLIME_JUMP);
hVelocity = 420.0f + rand() % 380;
isFirstJumping = true;
float randVel = 350.0f + rand() % 200;
if (rand() % 2 == 0)
{
float tan = (game().getPlayer()->getX() - x) / (game().getPlayer()->getY() - y);
float angle = atan(tan);
if (game().getPlayer()->getY() > y)
setVelocity(Vector2D(sin(angle) * randVel,
cos(angle) * randVel));
else
setVelocity(Vector2D(-sin(angle) * randVel,
-cos(angle) * randVel));
}
else
velocity = Vector2D(randVel);
}
else if (n == 4) // walking
{
state = 4;
if (hp <= hpMax / 4)
counter = 26;
if (hp <= hpMax / 2)
counter = 18;
else
counter = 12;
timer = GIANT_SLIME_MISSILE_DELAY;
}
else if (n == 6) // jumping
{
state = 6;
timer = 1.2f;
viscosity = 1.0f;
SoundManager::getSoundManager()->playSound(SOUND_SLIME_JUMP);
hVelocity = 1200.0f;
}
else if (n == 7) // falling
{
isFalling = false;
state = 7;
timer = 4.0f;
hVelocity = -1500.0f;
h = 1500;
}
}
void GiantSlimeEntity::animate(float delay)
{
slimeTimer -= delay;
if (slimeTimer <= 0.0f)
{
switch (slimeCounter)
{
case 0: new SlimeEntity(OFFSET_X + TILE_WIDTH * 1.5f, OFFSET_Y + TILE_HEIGHT * 1.5f, true); break;
case 1: new SlimeEntity(OFFSET_X + TILE_WIDTH * (MAP_WIDTH - 2) + TILE_WIDTH * 0.5f, OFFSET_Y + TILE_HEIGHT * 1.5f, true); break;
case 2: new SlimeEntity(OFFSET_X + TILE_WIDTH * (MAP_WIDTH - 2) + TILE_WIDTH * 0.5f, OFFSET_Y + TILE_HEIGHT * (MAP_HEIGHT - 2) + TILE_HEIGHT * 0.5f, true); break;
case 3: new SlimeEntity(OFFSET_X + TILE_WIDTH * 1.5f, OFFSET_Y + TILE_HEIGHT * (MAP_HEIGHT - 2) + TILE_HEIGHT * 0.5f, true); break;
}
slimeTimer = 7.0f;
slimeCounter ++;
if (slimeCounter == 4) slimeCounter = 0;
}
if (age <= 0.0f)
{
age += delay;
return;
}
EnnemyEntity::animate(delay);
if (specialState[SpecialStateIce].active) delay *= specialState[SpecialStateIce].parameter;
timer -= delay;
if (timer <= 0.0f)
{
if (state == 0) // walking
{
counter--;
if (counter >= 0)
{
timer = 0.5f;
if (hp <= hpMax / 4)
creatureSpeed = GIANT_SLIME_SPEED * 1.4f;
if (hp <= hpMax / 2)
creatureSpeed = GIANT_SLIME_SPEED * 1.2f;
else
creatureSpeed = GIANT_SLIME_SPEED;
setVelocity(Vector2D(x, y).vectorTo(game().getPlayerPosition(), GIANT_SLIME_SPEED ));
}
else
{
int r = rand() % 3;
if (r == 0) changeToState(1);
else if (r == 1) changeToState(3);
else changeToState(5);
}
}
else if (state == 1) // waiting for jumping
{
changeToState(2);
}
else if (state == 2) // jumping
{
changeToState(8);
}
else if (state == 3)
{
changeToState(4);
}
else if (state == 4) // walking
{
counter--;
if (counter >= 0)
{
if (hp <= hpMax / 4)
timer = missileDelay * 0.6f;
if (hp <= hpMax / 2)
timer = missileDelay * 0.8f;
else
timer = missileDelay;
fire();
}
else
{
changeToState(8);
}
}
else if (state == 5)
{
changeToState(6);
}
else if (state == 6) // jump
{
changeToState(7); // fall
}
else if (state == 7) // jump
{
}
else if (state == 8) // jump
{
changeToState(0); // fall
}
}
if (state == 0) // walking
{
frame = ((int)(age * 2.0f)) % 2;
}
else if (state == 1 || state == 5) // waiting to jump
{
if (timer < 0.25f)
frame = 1;
else
frame = 0;
}
else if (state == 2) // jumping
{
hVelocity -= 700.0f * delay;
h += hVelocity * delay;
if (h <= 0.0f)
{
if (hp <= 0)
dying();
else
{
h = 0.0f;
if (isFirstJumping)
{
isFirstJumping = false;
hVelocity = 160.0f;
SoundManager::getSoundManager()->playSound(SOUND_SLIME_IMAPCT);
}
else
{
SoundManager::getSoundManager()->playSound(SOUND_SLIME_IMAPCT_WEAK);
viscosity = 0.96f;
changeToState(0);
}
}
}
if (hVelocity > 0.0f) frame = 2;
else frame = 0;
}
else if (state == 6) // ultra jump
{
if (h < 2000)
h += hVelocity * delay;
}
else if (state == 7) // ultra jump
{
if (!isFalling && timer <= 2.2f)
{
isFalling = true;
x = game().getPlayer()->getX();
y = game().getPlayer()->getY();
// to prevent collisions
if (x < OFFSET_X + TILE_WIDTH * 3) velocity.x = -1.1f;
else if (x > OFFSET_X + TILE_WIDTH * (MAP_WIDTH - 3)) velocity.x = 1.1f;
if (y < OFFSET_Y + TILE_HEIGHT * 3) velocity.y = -1.1f;
else if (y > OFFSET_Y + TILE_HEIGHT * (MAP_HEIGHT - 3)) velocity.y = 1.1f;
}
if (timer < 2.3f)
{
h += hVelocity * delay;
if (h <= 0)
{
h = 0;
changeToState(8);
game().makeShake(0.8f);
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
}
}
}
//EnnemyEntity::animate(delay);
if (state == 6 && timer < 0.5f)
{
int fade = timer * 512;
if (fade < 0) fade = 0;
sprite.setColor(sf::Color(255, 255, 255, fade));
}
else if (state == 7 && timer < 1.5f)
sprite.setColor(sf::Color(255, 255, 255, 255));
else if (state == 7 && timer < 2.0f)
sprite.setColor(sf::Color(255, 255, 255, (2.0f - timer) * 512));
else if (state == 7)
sprite.setColor(sf::Color(255, 255, 255, 0));
}
void GiantSlimeEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2 + GIANT_SLIME_BB_LEFT;
boundingBox.width = width - GIANT_SLIME_BB_WIDTH_DIFF;
boundingBox.top = (int)y - height / 2 + GIANT_SLIME_BB_TOP;
boundingBox.height = height - GIANT_SLIME_BB_HEIGHT_DIFF - GIANT_SLIME_BB_TOP;
}
void GiantSlimeEntity::collideMapRight()
{
velocity.x = -velocity.x;
}
void GiantSlimeEntity::collideMapLeft()
{
velocity.x = -velocity.x;
}
void GiantSlimeEntity::collideMapTop()
{
velocity.y = -velocity.y;
}
void GiantSlimeEntity::collideMapBottom()
{
velocity.y = -velocity.y;
}
void GiantSlimeEntity::dying()
{
isDying = true;
SpriteEntity* deadRat = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CORPSES_BIG), x, y, 128, 128);
deadRat->setZ(OFFSET_Y);
deadRat->setFrame(FRAME_CORPSE_GIANT_SLIME - FRAME_CORPSE_KING_RAT);
deadRat->setType(ENTITY_CORPSE);
float xSlime = x;
float ySlime = y;
if (x <= OFFSET_X + 1.5 * TILE_WIDTH) x = OFFSET_X + 1.5f * TILE_WIDTH + 2;
else if (x >= OFFSET_X + TILE_WIDTH * MAP_WIDTH - 1.5f * TILE_WIDTH) x = OFFSET_X + TILE_WIDTH * MAP_WIDTH - 1.5f * TILE_WIDTH -3;
if (y <= OFFSET_Y + 1.5 * TILE_HEIGHT) y = OFFSET_Y + 1.5 * TILE_HEIGHT + 2;
else if (y >= OFFSET_Y + TILE_HEIGHT * MAP_HEIGHT - 1.5f * TILE_HEIGHT) x = OFFSET_Y + TILE_HEIGHT * MAP_HEIGHT - 1.5f * TILE_HEIGHT -3;
for (int i = 0; i < 9; i++)
{
game().generateBlood(xSlime, ySlime, bloodColor);
new SlimeEntity(x, y, true);
}
game().makeShake(1.0f);
SoundManager::getSoundManager()->playSound(SOUND_SLIME_SMASH);
ItemEntity* newItem = new ItemEntity(itemBossHeart, x, y);
newItem->setVelocity(Vector2D(100.0f + rand()% 250));
newItem->setViscosity(0.96f);
SpriteEntity* star = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_GIANT_SLIME), x, y, 128, 128, 8);
star->setFrame(4);
star->setFading(true);
star->setZ(y+ 100);
star->setAge(-0.4f);
star->setLifetime(0.3f);
star->setType(16);
star->setSpin(400.0f);
}
void GiantSlimeEntity::render(sf::RenderTarget* app)
{
if (!isDying)
{
// shadow
sprite.setPosition(x, y);
sprite.setTextureRect(sf::IntRect(shadowFrame * width, 0, width, height));
app->draw(sprite);
}
sprite.setPosition(x, y - h);
sprite.setTextureRect(sf::IntRect(frame * width, 0, width, height));
app->draw(sprite);
float l = hpDisplay * ((MAP_WIDTH - 1) * TILE_WIDTH) / GIANT_SLIME_HP;
sf::RectangleShape rectangle(sf::Vector2f((MAP_WIDTH - 1) * TILE_WIDTH, 25));
rectangle.setFillColor(sf::Color(0, 0, 0,128));
rectangle.setPosition(sf::Vector2f(OFFSET_X + TILE_WIDTH / 2, OFFSET_Y + 25 + (MAP_HEIGHT - 1) * TILE_HEIGHT));
app->draw(rectangle);
rectangle.setSize(sf::Vector2f(l, 25));
rectangle.setFillColor(sf::Color(190, 20, 20));
rectangle.setPosition(sf::Vector2f(OFFSET_X + TILE_WIDTH / 2, OFFSET_Y + 25 + (MAP_HEIGHT - 1) * TILE_HEIGHT));
app->draw(rectangle);
game().write( "Giant Slime",
18,
OFFSET_X + TILE_WIDTH / 2 + 10.0f,
OFFSET_Y + 25 + (MAP_HEIGHT - 1) * TILE_HEIGHT + 1.0f,
ALIGN_LEFT,
sf::Color(255, 255, 255),
app, 0, 0);
}
void GiantSlimeEntity::collideWithEnnemy(GameEntity* collidingEntity)
{
EnnemyEntity* entity = static_cast<EnnemyEntity*>(collidingEntity);
if (entity->getMovingStyle() == movWalking)
{
inflictsRecoilTo(entity);
}
}
void GiantSlimeEntity::inflictsRecoilTo(BaseCreatureEntity* targetEntity)
{
if (state == 7)
{
Vector2D recoilVector = Vector2D(x, y).vectorTo(Vector2D(targetEntity->getX(), targetEntity->getY()), KING_RAT_RUNNING_RECOIL );
targetEntity->giveRecoil(true, recoilVector, 1.0f);
}
}
bool GiantSlimeEntity::canCollide()
{
return h <= 70.0f;
}
BaseCreatureEntity::enumMovingStyle GiantSlimeEntity::getMovingStyle()
{
if (h <= 70.0f)
return movWalking;
else
return movFlying;
}
void GiantSlimeEntity::fire()
{
SoundManager::getSoundManager()->playSound(SOUND_BLAST_FLOWER);
EnnemyBoltEntity* bolt = new EnnemyBoltEntity
- (ImageManager::getImageManager()->getImage(IMAGE_BOLT), x, y + 10);
+ (x, y + 10, ShotTypeStandard, 0);
bolt->setFrame(1);
bolt->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
bolt->setVelocity(Vector2D(x, y).vectorTo(game().getPlayerPosition(),GIANT_SLIME_FIRE_VELOCITY ));
}
diff --git a/src/ImpEntity.cpp b/src/ImpEntity.cpp
index 9336993..61af633 100644
--- a/src/ImpEntity.cpp
+++ b/src/ImpEntity.cpp
@@ -1,222 +1,222 @@
#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;
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;
}
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
- (ImageManager::getImageManager()->getImage(IMAGE_BOLT), x, y);
+ (x, y, ShotTypeStandard, 0);
bolt->setFrame(6);
if (impType == ImpTypeBlue) bolt->setFrame(2);
float flowerFireVelocity = IMP_FIRE_VELOCITY;
if (specialState[SpecialStateIce].active) flowerFireVelocity *= 0.5f;
bolt->setVelocity(Vector2D(x, y).vectorTo(game().getPlayerPosition(), flowerFireVelocity ));
}
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);
}
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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