Page Menu
Home
Phabricator (Chris)
Search
Configure Global Search
Log In
Files
F126202
No One
Temporary
Actions
View File
Edit File
Delete File
View Transforms
Subscribe
Flag For Later
Award Token
Authored By
Unknown
Size
37 KB
Referenced Files
None
Subscribers
None
View Options
diff --git a/src/PlayerEntity.cpp b/src/PlayerEntity.cpp
index 0177017..2956df7 100644
--- a/src/PlayerEntity.cpp
+++ b/src/PlayerEntity.cpp
@@ -1,893 +1,903 @@
#include "PlayerEntity.h"
#include "BoltEntity.h"
#include "EnnemyBoltEntity.h"
#include "ItemEntity.h"
#include "FairyEntity.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "Constants.h"
#include "WitchBlastGame.h"
#include "TextEntity.h"
#include <iostream>
#include <sstream>
PlayerEntity::PlayerEntity(float x, float y)
: BaseCreatureEntity (ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE), x, y, 80, 128)
{
currentFireDelay = -1.0f;
canFirePlayer = true;
type = ENTITY_PLAYER;
imagesProLine = 8;
playerStatus = playerStatusPlaying;
hp = INITIAL_PLAYER_HP;
hpDisplay = hp;
hpMax = INITIAL_PLAYER_HP;
gold = 0;
boltLifeTime = INITIAL_BOLT_LIFE;
specialBoltTimer = -1.0f;
bloodColor = bloodRed;
// init the equipment (to empty)
for (int i = 0; i < NUMBER_EQUIP_ITEMS; i++) equip[i] = false;
collidingDirection = 0;
// init the shots (to none)
for (int i = 0; i < SPECIAL_SHOT_SLOTS; i++) specialShots[i] = ShotTypeStandard;
specialShotIndex = 0;
needInitShotType = false;
computePlayer();
firingDirection = 5;
facingDirection = 2;
}
void PlayerEntity::moveTo(float newX, float newY)
{
float dx = newX - x;
float dy = newY - y;
x = newX;
y = newY;
for(int unsigned i = 0; i < fairies.size(); i++)
{
fairies[i]->setX(fairies[i]->getX() + dx);
fairies[i]->setY(fairies[i]->getY() + dy);
}
}
int PlayerEntity::getFacingDirection()
{
return facingDirection;
}
float PlayerEntity::getPercentFireDelay()
{
if (canFirePlayer) return 1.0f;
else return (1.0f - currentFireDelay / fireDelay);
}
int PlayerEntity::getCollidingDirection()
{
return collidingDirection;
}
PlayerEntity::playerStatusEnum PlayerEntity::getPlayerStatus()
{
return playerStatus;
}
void PlayerEntity::setPlayerStatus(PlayerEntity::playerStatusEnum playerStatus)
{
this->playerStatus = playerStatus;
}
bool PlayerEntity::isDead()
{
return playerStatus==playerStatusDead;
}
void PlayerEntity::setEntering()
{
playerStatus = playerStatusEntering;
}
void PlayerEntity::setLeavingLevel()
{
playerStatus = playerStatusGoingUp;
}
void PlayerEntity::pay(int price)
{
gold -= price;
if (gold < 0) gold = 0;
SoundManager::getSoundManager()->playSound(SOUND_PAY);
}
void PlayerEntity::animate(float delay)
{
// shot timer
if (specialBoltTimer >= 0.0f)
{
specialBoltTimer -= delay;
if (specialBoltTimer <= 0.0f)
{
if (getShotType() == ShotTypeIce) SoundManager::getSoundManager()->playSound(SOUND_ICE_CHARGE);
}
}
// rate of fire
if (!canFirePlayer)
{
currentFireDelay -= delay;
canFirePlayer = (currentFireDelay <= 0.0f);
}
// acquisition animation
if (playerStatus == playerStatusAcquire)
{
acquireDelay -= delay;
if (acquireDelay <= 0.0f)
{
if (acquiredItem >= FirstEquipItem)
{
equip[acquiredItem - FirstEquipItem] = true;
if (items[acquiredItem].familiar > FamiliarNone)
{
setEquiped(acquiredItem - FirstEquipItem, true);
}
if (items[acquiredItem].specialShot != (ShotTypeStandard))
registerSpecialShot(acquiredItem);
computePlayer();
}
else
{
if (acquiredItem == itemBossHeart)
{
int hpBonus = 2 + rand() % 4;
hpMax += hpBonus;
hp += hpBonus;
hpDisplay += hpBonus;
SoundManager::getSoundManager()->playSound(SOUND_EAT);
std::ostringstream oss;
oss << "HP Max +" << hpBonus;
TextEntity* text = new TextEntity(oss.str(), 14, x, y - 50.0f);
text->setColor(TextEntity::COLOR_GREEN);
text->setLifetime(2.0f);
text->setWeight(-100.0f);
}
}
playerStatus = playerStatusPlaying;
}
}
// unlocking animation
else if (playerStatus == playerStatusUnlocking)
{
acquireDelay -= delay;
if (acquireDelay <= 0.0f)
{
playerStatus = playerStatusPlaying;
}
}
if (playerStatus == playerStatusDead)
velocity = Vector2D(0.0f, 0.0f);
else
testSpriteCollisions();
collidingDirection = 0;
BaseCreatureEntity::animate(delay);
if (firingDirection != 5)
facingDirection = firingDirection;
if (isMoving())
{
frame = ((int)(age * 5.0f)) % 4;
if (frame == 3) frame = 1;
SoundManager::getSoundManager()->playSound(SOUND_STEP);
}
else if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
frame = 0;
else if (playerStatus == playerStatusDead)
frame = 0;
else // standing
{
frame = 1;
}
if (x < OFFSET_X)
game().moveToOtherMap(4);
else if (x > OFFSET_X + MAP_WIDTH * TILE_WIDTH)
game().moveToOtherMap(6);
else if (y < OFFSET_Y)
game().moveToOtherMap(8);
else if (y > OFFSET_Y + MAP_HEIGHT * TILE_HEIGHT - 15)
game().moveToOtherMap(2);
if (playerStatus == playerStatusEntering)
{
if (boundingBox.left > OFFSET_X + TILE_WIDTH
&& (boundingBox.left + boundingBox.width) < OFFSET_X + TILE_WIDTH * (MAP_WIDTH - 1)
&& boundingBox.top > OFFSET_Y + TILE_HEIGHT
&& (boundingBox.top + boundingBox.height) < OFFSET_Y + TILE_HEIGHT * (MAP_HEIGHT - 1))
{
playerStatus = playerStatusPlaying;
game().closeDoors();
}
}
if (playerStatus == playerStatusDead)
{
z = OFFSET_Y - 2;
}
}
void PlayerEntity::renderHead(sf::RenderTarget* app)
{
if (playerStatus != playerStatusDead)
{
sprite.setTextureRect(sf::IntRect( (frame / 3 + spriteDx) * width, 0, width, height));
app->draw(sprite);
if (equip[EQUIP_ENCHANTER_HAT])
{
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
sprite.setTextureRect(sf::IntRect( 0, 0, width, height));
else
sprite.setTextureRect(sf::IntRect( (frame / 3 + spriteDx) * width, 0, width, height));
app->draw(sprite);
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
}
}
}
void PlayerEntity::renderBody(sf::RenderTarget* app)
{
sprite.setTextureRect(sf::IntRect( (frame + spriteDx) * width, height, width, height));
app->draw(sprite);
if (equip[EQUIP_CONCENTRATION_AMULET])
{
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_COLLAR));
if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
sprite.setTextureRect(sf::IntRect( 0, 0, width, height));
else
sprite.setTextureRect(sf::IntRect( (spriteDx / 3) * width, 0, width, height));
app->draw(sprite);
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
}
if (equip[EQUIP_LEATHER_BELT])
{
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
sprite.setTextureRect(sf::IntRect( (frame + spriteDx) * width, height, width, height));
app->draw(sprite);
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
}
}
void PlayerEntity::renderHands(sf::RenderTarget* app)
{
if (equip[EQUIP_VIBRATION_GLOVES]) sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
sprite.setTextureRect(sf::IntRect( (frame + spriteDx) * width, height * 3, width, height));
app->draw(sprite);
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
}
void PlayerEntity::renderFeet(sf::RenderTarget* app)
{
if (equip[EQUIP_LEATHER_BOOTS]) sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
sprite.setTextureRect(sf::IntRect( (frame + spriteDx) * width, height * 2, width, height));
app->draw(sprite);
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
}
void PlayerEntity::renderStaff(sf::RenderTarget* app)
{
if (equip[EQUIP_MAHOGANY_STAFF]) sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
int xSnake, ySnake;
int xStone, yStone;
if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
{
sprite.setTextureRect(sf::IntRect( 12 * width, height * 4, width, height));
app->draw(sprite);
xSnake = 13 * width;
ySnake = height * 4;
xStone = 13 * width;
yStone = height * 4;
}
else if (isMoving() || firingDirection != 5)
{
sprite.setTextureRect(sf::IntRect( (frame / 3 + spriteDx) * width, height * 4, width, height));
app->draw(sprite);
xSnake = (frame / 3 + spriteDx + 1) * width;
ySnake = height * 4;
xStone = (frame / 3 + spriteDx + 1) * width;
yStone = height * 4;
}
else
{
sprite.setTextureRect(sf::IntRect( (spriteDx / 3 + 14) * width, height * 4, width, height));
app->draw(sprite);
xSnake = (spriteDx / 3 + 14) * width;
ySnake = 0;
xStone = (spriteDx / 3 + 14) * width;
yStone = height * 2;
}
if (equip[EQUIP_BLOOD_SNAKE])
{
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
sprite.setTextureRect(sf::IntRect( xSnake, ySnake, width, height));
app->draw(sprite);
}
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
if (getShotType() != ShotTypeStandard)
{
switch (getShotType())
{
case ShotTypeIce: sprite.setColor(sf::Color(100, 220, 255, 255)); break;
case ShotTypeStone: sprite.setColor(sf::Color(120, 120, 150, 255)); break;
case ShotTypeLightning: sprite.setColor(sf::Color(255, 255, 0, 255)); break;
case ShotTypeIllusion: sprite.setColor(sf::Color(240, 180, 250, 255)); break;
case ShotTypeStandard: sprite.setColor(sf::Color(255, 255, 255, 0)); break;
}
sprite.setTextureRect(sf::IntRect( xStone, yStone, width, height));
app->draw(sprite);
sprite.setColor(sf::Color(255, 255, 255, 255));
}
}
void PlayerEntity::render(sf::RenderTarget* app)
{
sprite.setPosition(x, y);
spriteDx = 0;
if (facingDirection == 8) spriteDx = 3;
if (facingDirection == 4) spriteDx = 6;
if (facingDirection == 6) spriteDx = 9;
if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking) spriteDx = 12;
if (playerStatus == playerStatusDead)
{
spriteDx = 13;
// blood
sprite.setTextureRect(sf::IntRect( width, 0, width, height));
app->draw(sprite);
}
else
{
// shadow
sprite.setTextureRect(sf::IntRect( 2 * width, 0, width, height));
app->draw(sprite);
}
if (facingDirection == 8 || facingDirection == 4)
{
renderStaff(app);
renderHead(app);
renderBody(app);
renderFeet(app);
renderHands(app);
}
else
{
renderBody(app);
renderHead(app);
renderFeet(app);
renderStaff(app);
renderHands(app);
}
// gems
if (getShotType() == ShotTypeIce || getShotType() == ShotTypeLightning)
{
int fade;
if (getShotType() != ShotTypeIce || specialBoltTimer <= 0.0f) fade = 255;
else fade = ((STATUS_FROZEN_BOLT_DELAY - specialBoltTimer) / STATUS_FROZEN_BOLT_DELAY) * 128;
if (getShotType() == ShotTypeLightning)
fade = 150 + rand() % 105;
if (getShotType() == ShotTypeIce)
sprite.setTextureRect(sf::IntRect(320, 0, 20, 20));
else if (getShotType() == ShotTypeLightning)
sprite.setTextureRect(sf::IntRect(340, 0, 20, 20));
sprite.setColor(sf::Color(255, 255, 255, fade));
if (isMoving() || firingDirection != 5)
{
if (facingDirection == 2 )
sprite.setPosition(x + 16, y + 36);
else if (facingDirection == 8 )
sprite.setPosition(x + 43, y + 36);
else if (facingDirection == 4 )
sprite.setPosition(x - 3 , y + 41);
else
sprite.setPosition(x + 63, y + 41);
}
else if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
{
sprite.setPosition(x + 57, y + 18);
}
else
{
if (facingDirection == 2 )
sprite.setPosition(x + 16, y + 36);
else if (facingDirection == 8 )
sprite.setPosition(x + 43, y + 29);
else if (facingDirection == 4 )
sprite.setPosition(x + 13, y + 35);
else
sprite.setPosition(x + 46, y + 35);
}
sf::RenderStates r;
r.blendMode = sf::BlendAdd;
app->draw(sprite, r);
sprite.setPosition(x, y);
sprite.setColor(sf::Color(255, 255, 255, 255));
}
}
void PlayerEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2;
boundingBox.width = width;
boundingBox.top = (int)y - height / 2;
boundingBox.height = height;
boundingBox.left += 25;
boundingBox.width -= 50;
boundingBox.top += 80.0f;
boundingBox.height = boundingBox.height - 90.0f;
}
void PlayerEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
if (playerStatus == playerStatusDead) return;
EnnemyBoltEntity* boltEntity = dynamic_cast<EnnemyBoltEntity*>(entity);
if (collideWithEntity(entity))
{
if (boltEntity != NULL && !boltEntity->getDying())
{
boltEntity->collide();
hurt(boltEntity->getDamages(), ShotTypeStandard);
game().generateBlood(x, y, bloodColor);
}
}
}
void PlayerEntity::move(int direction)
{
if (playerStatus == playerStatusPlaying)
{
float speedx = 0.0f, speedy = 0.0f;
- if (direction == 1 || direction == 4 || direction == 7)
+ if (direction == 4)
speedx = - creatureSpeed;
- else if (direction == 3 || direction == 6 || direction == 9)
+ else if (direction == 1 || direction == 7)
+ speedx = - creatureSpeed * 0.7f;
+ else if (direction == 6)
speedx = creatureSpeed;
- if (direction == 1 || direction == 2 || direction == 3)
+ else if (direction == 3 || direction == 9)
+ speedx = creatureSpeed * 0.7f;
+
+ if (direction == 2)
speedy = creatureSpeed;
- else if (direction == 7 || direction == 8 || direction == 9)
+ else if (direction == 1 || direction == 3)
+ speedy = creatureSpeed * 0.7f;
+ else if (direction == 8)
speedy = - creatureSpeed;
+ else if (direction == 7 || direction == 9)
+ speedy = - creatureSpeed * 0.7f;
+
setVelocity(Vector2D(speedx, speedy));
{
switch (direction)
{
case 8: facingDirection = 8; break;
case 2: facingDirection = 2; break;
case 4: facingDirection = 4; break;
case 6: facingDirection = 6; break;
case 7: if (facingDirection != 4 && facingDirection != 8) facingDirection = 4; break;
case 1: if (facingDirection != 4 && facingDirection != 2) facingDirection = 4; break;
case 9: if (facingDirection != 6 && facingDirection != 8) facingDirection = 6; break;
case 3: if (facingDirection != 6 && facingDirection != 2) facingDirection = 6; break;
}
}
}
}
bool PlayerEntity::isMoving()
{
if (velocity.x < -1.0f || velocity.x > 1.0f) return true;
if (velocity.y < -1.0f || velocity.y > 1.0f) return true;
return false;
}
bool PlayerEntity::isEquiped(int eq)
{
return equip[eq];
}
-void PlayerEntity::setEquiped(int item, bool eq)
+void PlayerEntity::setEquiped(int item, bool toggleEquipped)
{
- equip[item] = eq;
- if (eq && items[FirstEquipItem + item].familiar > FamiliarNone)
+ equip[item] = toggleEquipped;
+ if (toggleEquipped && items[FirstEquipItem + item].familiar > FamiliarNone)
{
FairyEntity* fairy = new FairyEntity(x - 50.0f + rand() % 100,
y - 50.0f + rand() % 100,
items[FirstEquipItem + item].familiar);
fairies.push_back(fairy);
}
computePlayer();
}
void PlayerEntity::generateBolt(float velx, float vely)
{
enumShotType boltType = ShotTypeStandard;
switch (getShotType())
{
case ShotTypeIce:
if (getShotType() == ShotTypeIce)
{
if (specialBoltTimer <= 0.0f)
{
boltType = ShotTypeIce;
needInitShotType = true;
}
else boltType = ShotTypeStandard;
}
break;
case ShotTypeStandard:
case ShotTypeIllusion:
case ShotTypeStone:
case ShotTypeLightning:
boltType = getShotType(); break;
}
BoltEntity* bolt = new BoltEntity(ImageManager::getImageManager()->getImage(1), x, y + 30, boltLifeTime, boltType);
bolt->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
bolt->setDamages(fireDamages);
bolt->setVelocity(Vector2D(velx, vely));
}
void PlayerEntity::resestFireDirection()
{
firingDirection = 5;
}
int PlayerEntity::getFireDirection()
{
return firingDirection;
}
void PlayerEntity::fire(int direction)
{
firingDirection = direction;
if (playerStatus != playerStatusDead)
for(int unsigned i = 0; i < fairies.size(); i++)
fairies[i]->fire(direction, map);
if (canFirePlayer && playerStatus != playerStatusDead)
{
SoundManager::getSoundManager()->playSound(SOUND_BLAST_STANDARD);
if (equip[EQUIP_BOOK_DUAL])
{
float shoot_angle = 0.2f;
if ((direction == 4 && velocity.x < -1.0f) || (direction == 6 && velocity.x > 1.0f)
|| (direction == 8 && velocity.y < -1.0f) || (direction == 2 && velocity.y > 1.0f))
shoot_angle = 0.1f;
else if ((direction == 6 && velocity.x < -1.0f) || (direction == 4 && velocity.x > 1.0f)
|| (direction == 2 && velocity.y < -1.0f) || (direction == 8 && velocity.y > 1.0f))
shoot_angle = 0.35f;
if (equip[EQUIP_VIBRATION_GLOVES]) shoot_angle += (1000 - rand() % 2000) * 0.0001f;
switch(direction)
{
case 4: generateBolt(-fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle));
generateBolt(-fireVelocity * cos(shoot_angle), - fireVelocity * sin(shoot_angle));break;
case 6: generateBolt(fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle));
generateBolt(fireVelocity * cos(shoot_angle), - fireVelocity * sin(shoot_angle));break;
case 8: generateBolt(fireVelocity * sin(shoot_angle), -fireVelocity * cos(shoot_angle));
generateBolt(-fireVelocity * sin(shoot_angle), - fireVelocity * cos(shoot_angle));break;
case 2: generateBolt(fireVelocity * sin(shoot_angle), fireVelocity * cos(shoot_angle));
generateBolt(-fireVelocity * sin(shoot_angle), fireVelocity * cos(shoot_angle));break;
}
}
else
{
if (equip[EQUIP_VIBRATION_GLOVES])
{
float shoot_angle = (1000 - rand() % 2000) * 0.0001f;
switch(direction)
{
case 4: generateBolt(-fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle)); break;
case 6: generateBolt(fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle)); break;
case 8: generateBolt(fireVelocity * sin(shoot_angle), -fireVelocity * cos(shoot_angle)); break;
case 2: generateBolt(fireVelocity * sin(shoot_angle), fireVelocity * cos(shoot_angle)); break;
}
}
else
{
switch(direction)
{
case 4: generateBolt(-fireVelocity, 0.0f); break;
case 6: generateBolt(fireVelocity, 0.0f); break;
case 8: generateBolt(0.0f, -fireVelocity); break;
case 2: generateBolt(0.0f, fireVelocity); break;
}
}
}
canFirePlayer = false;
currentFireDelay = fireDelay;
if (needInitShotType) initShotType();
}
}
bool PlayerEntity::canMove()
{
return (playerStatus == playerStatusPlaying);
}
bool PlayerEntity::hurt(int damages, enumShotType hurtingType)
{
if (!hurting)
{
SoundManager::getSoundManager()->playSound(SOUND_PLAYER_HIT);
BaseCreatureEntity::hurt(damages, ShotTypeStandard);
hurtingDelay = HURTING_DELAY * 2.0f;
game().generateBlood(x, y, bloodColor);
game().generateBlood(x, y, bloodColor);
return true;
}
return false;
}
void PlayerEntity::loseItem(enumItemType itemType, bool isEquip)
{
CollidingSpriteEntity* itemSprite
= new CollidingSpriteEntity(ImageManager::getImageManager()->getImage(isEquip ? IMAGE_ITEMS_EQUIP : IMAGE_ITEMS), x, y, 32, 32);
itemSprite->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
itemSprite->setZ(OFFSET_Y - 1);
itemSprite->setFrame(itemType);
itemSprite->setImagesProLine(10);
itemSprite->setType(ENTITY_BLOOD);
itemSprite->setVelocity(Vector2D(rand()%450));
itemSprite->setViscosity(0.95f);
itemSprite->setSpin( (rand() % 700) - 350.0f);
}
void PlayerEntity::dying()
{
playerStatus = playerStatusDead;
hp = 0;
SoundManager::getSoundManager()->playSound(SOUND_PLAYER_DIE);
setVelocity(Vector2D(0.0f, 0.0f));
int i;
for (i = 0; i < gold; i++) loseItem(ItemCopperCoin, false);
for (i = 0; i < NUMBER_EQUIP_ITEMS; i++)
if (equip[i]) loseItem(enumItemType(i), true);
for (i = 0; i < 8; i++) game().generateBlood(x, y, bloodColor);
CollidingSpriteEntity* itemSprite
= new CollidingSpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE), x, y, 80, 120);
itemSprite->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
itemSprite->setZ(OFFSET_Y - 1);
itemSprite->setImagesProLine(14);
itemSprite->setFrame(13);
itemSprite->setType(ENTITY_BLOOD);
itemSprite->setVelocity(Vector2D(rand()%450));
itemSprite->setViscosity(0.95f);
itemSprite->setSpin( (rand() % 700) - 350.0f);
}
void PlayerEntity::acquireItem(enumItemType type)
{
if (items[type].generatesStance) acquireStance(type);
else switch (type)
{
case ItemCopperCoin: gold++;
SoundManager::getSoundManager()->playSound(SOUND_COIN_PICK_UP);
break;
case ItemSilverCoin: gold = gold + 5;
SoundManager::getSoundManager()->playSound(SOUND_COIN_PICK_UP);
break;
case ItemGoldCoin: gold = gold + 10;
SoundManager::getSoundManager()->playSound(SOUND_COIN_PICK_UP);
break;
case itemHealth: hp += 15;
SoundManager::getSoundManager()->playSound(SOUND_DRINK);
if (hp > hpMax) hp = hpMax; break;
default: break;
}
}
void PlayerEntity::computePlayer()
{
float boltLifeTimeBonus = 1.0f;
float fireDelayBonus = 1.0f;
float creatureSpeedBonus = 1.0f;
float fireVelocityBonus = 1.0f;
float fireDamagesBonus = 1.0f;
if (equip[EQUIP_VIBRATION_GLOVES]) fireDelayBonus -= 0.10f;
if (equip[EQUIP_ENCHANTER_HAT]) fireDelayBonus -= 0.2f;
if (equip[EQUIP_LEATHER_BELT]) fireDelayBonus -= 0.15f;
if (equip[EQUIP_LEATHER_BOOTS]) creatureSpeedBonus += 0.15f;
if (equip[EQUIP_BOOK_DUAL]) fireDelayBonus += 0.6f;
if (equip[EQUIP_CONCENTRATION_AMULET]) boltLifeTimeBonus += 0.5f;
if (equip[EQUIP_MAHOGANY_STAFF])
{
fireVelocityBonus += 0.15f;
fireDamagesBonus += 0.5f;
}
if (equip[EQUIP_BLOOD_SNAKE]) fireDamagesBonus += 1.0f;
fireDelay = INITIAL_PLAYER_FIRE_DELAY * fireDelayBonus;
creatureSpeed = INITIAL_PLAYER_SPEED * creatureSpeedBonus;
fireVelocity = INITIAL_BOLT_VELOCITY * fireVelocityBonus;
fireDamages = INITIAL_BOLT_DAMAGES * fireDamagesBonus;
boltLifeTime = INITIAL_BOLT_LIFE * boltLifeTimeBonus;
// gems
if (getShotType() == ShotTypeIllusion) fireDamages *= 0.8f;
}
void PlayerEntity::acquireStance(enumItemType type)
{
velocity.x = 0.0f;
velocity.y = 0.0f;
playerStatus = playerStatusAcquire;
acquireDelay = ACQUIRE_DELAY;
acquiredItem = (enumItemType)(type);
SoundManager::getSoundManager()->playSound(SOUND_BONUS);
}
void PlayerEntity::collideMapRight()
{
collidingDirection = 6;
}
void PlayerEntity::collideMapLeft()
{
collidingDirection = 4;
}
void PlayerEntity::collideMapTop()
{
collidingDirection = 8;
}
void PlayerEntity::collideMapBottom()
{
collidingDirection = 2;
}
void PlayerEntity::useBossKey()
{
velocity.x = 0.0f;
velocity.y = 0.0f;
playerStatus = playerStatusUnlocking;
acquireDelay = UNLOCK_DELAY;
acquiredItem = (enumItemType)(type - FirstEquipItem);
SoundManager::getSoundManager()->playSound(SOUND_BONUS);
equip[EQUIP_BOSS_KEY] = false;
SpriteEntity* spriteItem = new SpriteEntity(
ImageManager::getImageManager()->getImage(IMAGE_ITEMS_EQUIP),
x, y - 60.0f, ITEM_WIDTH, ITEM_HEIGHT);
spriteItem->setFrame(EQUIP_BOSS_KEY);
spriteItem->setZ(z);
spriteItem->setLifetime(UNLOCK_DELAY);
}
enumShotType PlayerEntity::getShotType()
{
return specialShots[specialShotIndex];
}
int PlayerEntity::getShotIndex()
{
return specialShotIndex;
}
void PlayerEntity::setShotIndex(int index)
{
specialShotIndex = index;
}
enumShotType PlayerEntity::getShotType(int slot)
{
return specialShots[slot];
}
void PlayerEntity::setShotType(int slot, enumShotType shotType)
{
specialShots[slot] = shotType;
}
void PlayerEntity::registerSpecialShot(int item)
{
bool found = false;
int index = 1;
while (index < SPECIAL_SHOT_SLOTS && !found)
{
found = specialShots[index] == ShotTypeStandard;
if (!found) index++;
}
if (found)
{
this->specialShots[index] = items[item].specialShot;
specialShotIndex = index;
initShotType();
}
}
void PlayerEntity::selectNextShotType()
{
int index = specialShotIndex + 1;
bool found = false;
while (index < SPECIAL_SHOT_SLOTS && !found)
{
if (specialShots[index] == ShotTypeStandard) index++;
else found = true;
}
if (found)
{
specialShotIndex = index;
initShotType();
}
else
specialShotIndex = 0;
SoundManager::getSoundManager()->playSound(SOUND_SHOT_SELECT);
computePlayer();
}
void PlayerEntity::initShotType()
{
specialBoltTimer = STATUS_FROZEN_BOLT_DELAY;
needInitShotType = false;
if (getShotType() == ShotTypeLightning)
SoundManager::getSoundManager()->playSound(SOUND_ELECTRIC_CHARGE);
}
int PlayerEntity::getFairieNumber()
{
return fairies.size();
}
FairyEntity* PlayerEntity::getFairy(unsigned int n)
{
if (n < fairies.size())
return fairies[n];
else
return NULL;
}
diff --git a/src/PlayerEntity.h b/src/PlayerEntity.h
index 6e26335..7e2da2f 100644
--- a/src/PlayerEntity.h
+++ b/src/PlayerEntity.h
@@ -1,430 +1,430 @@
#ifndef PLAYERSPRITE_H
#define PLAYERSPRITE_H
#include "BaseCreatureEntity.h"
#include "ItemEntity.h"
#include "Constants.h"
class FairyEntity;
/*! \class PlayerEntity
* \brief Class for the player
*
* It contains the game logic of the player and the rendering.
*/
class PlayerEntity : public BaseCreatureEntity
{
public:
/*!
* \brief Constructor
*
* Constructor of the PlayerEntity class.
*
* \param x : x position of the player
* \param y : y position of the player
*/
PlayerEntity(float x, float y);
/*!
* \brief updates the player
*
* Updates the player.
* Called in the game loop.
*
* \param delay : elapsed time since the last call
*/
virtual void animate(float delay);
/*!
* \brief render the player
*
* Render the player.
* Called in the game loop.
*
* \param app : Rendering target
*/
virtual void render(sf::RenderTarget* app);
/*!
* \brief Moves the player to another place
*
* Moves the player to another place.
* Called when changing room, the "familiers" will move too.
*
* \param newX : target x position of the player
* \param newY : target y position of the player
*/
void moveTo(float newX, float newY);
/*!
* \brief returns the direction the player is facing
*
* Return the direction the player is facing.
* Use to know in which direction he has to fire with the "one button" gameplay.
*
* \return : the facing direction. 4 = left, 8 = north, 6 = right, 2 = south
*/
int getFacingDirection();
/*!
* \brief update the bounding box
*
* Update the bounding box of the player.
* Used before testing collision.
*/
virtual void calculateBB();
/*!
* \brief Moves the player in the given direction
*
* Moves the player in the given direction.
*
* \param direction : direction of the new map. Numeric pad, diagonals included : 4 = left, 8 = north, 7 = north-west...
*/
void move(int direction);
/*!
* \brief Fires in the given direction
*
* Fires the player in the given direction.
*
* \param direction : direction of the new map. 4 = left, 8 = north, 6 = right, 2 = south
*/
void fire(int direction);
/*!
* \brief reset the fire direction of the player
*/
void resestFireDirection();
/*!
* \brief accessor on the fire direction of the player
*/
int getFireDirection();
/*!
* \brief returns if the player is moving or not
*
* Returns if the player is moving or not.
*
* \return : True if the player is moving
*/
bool isMoving();
/*!
* \brief returns if an item is equipped or not
*
* Returns if an item is equipped or not.
*
* \param eq : the equip item ID
* \return : True if the item is in possession of the player
*/
bool isEquiped(int eq);
/*!
* \brief updates the equipment of the player
*
* Updates the equipment of the player.
*
* \param item : the equip item ID
- * \param eq : True if the item has to be equipped
+ * \param toggleEquipped : True if the item has to be equipped
*/
- void setEquiped(int item, bool eq);
+ void setEquiped(int item, bool toggleEquipped);
/*!
* \brief updates the entering status of the player
*
* Updates the entering status of the player.
* Used when the player is entering in a not yet cleared room.
*/
void setEntering();
/*!
* \brief updates the status of the player to going up
*
* Updates the status of the player to going up.
* Used when the player is leaving a level.
*/
void setLeavingLevel();
/*!
* \brief returns if the player can move or not
*
* Returns if the player can move or not.
*
* \return : True if the player can move
*/
bool canMove();
/*!
* \brief called when the player is dying
*
* Called when the player is dying (HP <= 0).
*/
virtual void dying();
/*!
* \brief hurts the player
*
* Hurts the player.
* Calld when the player is hurt, usually when colliding with a monster or a missile.
*
* \param damages : the inflicted damages
* \param hurtingType : damages type
* \return : True if the player has been hurt
*/
virtual bool hurt(int damages, enumShotType hurtingType);
/*!
* \brief returns if the player is dead or not
*
* Returns if the player is dead or not.
*
* \return : True if the player is dead
*/
bool isDead();
/*!
* \brief returns the fire delay percentage
*
* Returns the fire delay percentage.
* Used (currently) when displaying the blue bar in the HUD.
*
* \return : the percentage (between 0.0f for empty to 1.0 for full)
*/
float getPercentFireDelay();
/*!
* \brief called when the player get an item
*
* Called when the player get an item.
* When the item is an equip item, he starts an "acquiring stance".
*
* \param type : item ID
*/
void acquireItem(enumItemType type);
/*!
* \brief makes the player drop an item
*
* Makes the player drop an item.
* Called when the player dies.
*
* \param itemType : item ID
* \param isEquip : True if it's an equip item (not the same texture)
*/
void loseItem(enumItemType itemType, bool isEquip);
/*!
* \brief starts the acquire stance
*
* Starts the acquire stance.
* Called when the player get an equip object. The item is "highlighted" and a description is displayed.
*
* \param type : item ID
*/
void acquireStance(enumItemType type);
/*!
* \brief starts the opening stance
*
* Starts the boss door opening animation.
* Remove the key from the inventory.
*/
void useBossKey();
/*!
* \brief accessor on the gold
*
* Accessor on the gold.
*
* \return : the gold
*/
int getGold() {return gold; }
/*!
* \brief mutator on the gold
*
* Mutator on the gold.
*
* \param gold : the new gold value
*/
void setGold(int gold) { this->gold = gold; }
/*!
* \brief pay some gold
*
* Pay some gold. Usually in shops.
*
* \param gold : the price to pay
*/
void pay(int price);
/** Player status enum
* The different player states.
*/
enum playerStatusEnum
{
playerStatusPlaying, /**< Player is playing "normally" */
playerStatusEntering, /**< Player is entering a not yet cleared room (walking is forced) */
playerStatusAcquire, /**< Player is under acquiring stance */
playerStatusUnlocking, /**< Player is under unlocking stance */
playerStatusGoingUp, /**< Player goes to next level */
playerStatusDead /**< Player RIP */
};
/*!
* \brief accessor on the player status
*
* Accessor on the player status.
*
* \return : the player status
*/
playerStatusEnum getPlayerStatus();
/*!
* \brief mutator on the player status
*
* Mutator on the player status.
*
* \param player status : the new player status value
*/
void setPlayerStatus(playerStatusEnum playerStatus);
/*!
* \brief accessor on the colliding direction
*
* Accessor on the colliding direction.
*
* \return : the colliding direction
*/
int getCollidingDirection();
/*!
* \brief register a new special shot and select it
*
* Register a new special shot and select it.
*
* \param item : Item which provides the shot
*/
void registerSpecialShot(int item);
/*!
* \brief accessor on current shot type
*
* Accessor on the current shot type.
*
* \return : the current shot type
*/
enumShotType getShotType();
/*!
* \brief accessor on current shot index
*
* Accessor on the current shot index.
*
* \return : the current shot index
*/
int getShotIndex();
/*!
* \brief mutator on the shot index
*
* Mutator on the shot index.
*
* \param index : the new shot index
*/
void setShotIndex(int index);
/*!
* \brief accessor on current shot type of a slot
*
* Accessor on the current shot type of a slot.
*
* \param slot : The slot number
* \return : the current shot type
*/
enumShotType getShotType(int slot);
/*!
* \brief mutator on a shot slot
*
* Mutator on a shot slot.
*
* \param index : the shot index
* \param shotType : the shot type to set
*/
void setShotType(int slot, enumShotType shotType);
/*!
* \brief select the next shot type
*
* Select the next shot type.
*/
void selectNextShotType();
/*!
* \brief accessor on the fairies number
*/
int getFairieNumber();
/*!
* \brief accessor on a fairy
* \param n : index of the fairy in the vector
*/
FairyEntity* getFairy(unsigned int n);
protected:
void computePlayer();
virtual void readCollidingEntity(CollidingSpriteEntity* entity);
void generateBolt(float velx, float vely);
virtual void collideMapRight();
virtual void collideMapLeft();
virtual void collideMapTop();
virtual void collideMapBottom();
private:
int fireDamages;
float fireVelocity;
float fireDelay;
float currentFireDelay;
float boltLifeTime;
int gold;
bool canFirePlayer;
playerStatusEnum playerStatus;
float acquireDelay;
enumItemType acquiredItem;
bool equip[NUMBER_EQUIP_ITEMS];
float specialBoltTimer;
enumShotType specialShots[SPECIAL_SHOT_SLOTS];
int specialShotIndex;
bool needInitShotType;
int collidingDirection; /*!< Colliding direction (4, 8, 6, 2) to detect collision with closed doors */
int firingDirection;
std::vector<FairyEntity*> fairies;
int spriteDx;
void renderHead(sf::RenderTarget* app);
void renderBody(sf::RenderTarget* app);
void renderHands(sf::RenderTarget* app);
void renderFeet(sf::RenderTarget* app);
void renderStaff(sf::RenderTarget* app);
/*!
* \brief init the current shot type.
*
* Init the current shot type.
* Called when the player get a new shot, or after a switch.
*/
void initShotType();
};
#endif // PLAYERSPRITE_H
File Metadata
Details
Attached
Mime Type
text/x-diff
Expires
Thu, Jun 11, 10:55 AM (3 w, 5 d ago)
Storage Engine
blob
Storage Format
Raw Data
Storage Handle
68572
Default Alt Text
(37 KB)
Attached To
Mode
R78 witchblast
Attached
Detach File
Event Timeline