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diff --git a/media/corpses.png b/media/corpses.png
index 71ad7c9..73c55d1 100644
Binary files a/media/corpses.png and b/media/corpses.png differ
diff --git a/media/rat.png b/media/rat.png
index 57b88a7..194b34b 100644
Binary files a/media/rat.png and b/media/rat.png differ
diff --git a/src/BlackRatEntity.cpp b/src/BlackRatEntity.cpp
index 1823879..e5592f6 100644
--- a/src/BlackRatEntity.cpp
+++ b/src/BlackRatEntity.cpp
@@ -1,202 +1,202 @@
#include "BlackRatEntity.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"
#include <iostream>
BlackRatEntity::BlackRatEntity(float x, float y)
: EnnemyEntity (ImageManager::getImageManager()->getImage(IMAGE_RAT), x, y),
currentTile(0, 0),
targetTile(0, 0)
{
- imagesProLine = 4;
+ imagesProLine = 6;
creatureSpeed = BLACK_RAT_SPEED;
hp = BLACK_RAT_HP;
meleeDamages = BLACK_RAT_DAMAGES;
type = ENTITY_ENNEMY;
bloodColor = bloodRed;
shadowFrame = 6;
- frame = 8;
+ frame = 12;
currentDirection = 0;
findNextGoal();
}
void BlackRatEntity::animate(float delay)
{
// goal reached ?
if (currentDirection == 6 && x > (targetTile.x * TILE_WIDTH + TILE_WIDTH / 2 + OFFSET_X) ) findNextGoal();
else if (currentDirection == 4 && x < (targetTile.x * TILE_WIDTH + TILE_WIDTH / 2 + OFFSET_X) ) findNextGoal();
else if (currentDirection == 2 && y > (targetTile.y * TILE_HEIGHT + TILE_HEIGHT / 2 + OFFSET_Y - 5) ) findNextGoal();
else if (currentDirection == 8 && y < (targetTile.y * TILE_HEIGHT + TILE_HEIGHT / 2 + OFFSET_Y - 5) ) findNextGoal();
if (age > 0.0f)
{
- frame = 8 + ((int)(age * 5.0f)) % 2;
+ frame = 12 + ((int)(age * 5.0f)) % 2;
if (facingDirection == 4 || facingDirection == 6) frame += 2;
isMirroring = (facingDirection == 4 );
- if (facingDirection == 8) frame += 0; // TODO
+ if (facingDirection == 8) frame += 4;
}
EnnemyEntity::animate(delay);
}
void BlackRatEntity::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 BlackRatEntity::collideMapRight()
{
findNextGoal();
}
void BlackRatEntity::collideMapLeft()
{
findNextGoal();
}
void BlackRatEntity::collideMapTop()
{
findNextGoal();
}
void BlackRatEntity::collideMapBottom()
{
findNextGoal();
}
void BlackRatEntity::collideWithEnnemy(GameEntity* collidingEntity)
{
EnnemyEntity* entity = static_cast<EnnemyEntity*>(collidingEntity);
if (entity->getMovingStyle() == movWalking)
{
if (currentDirection == 6 && entity->getX() > x)
{
currentDirection = 4;
targetTile = IntCoord(currentTile.x - 1, currentTile.y);
}
else if (currentDirection == 4 && entity->getX() < x)
{
currentDirection = 6;
targetTile = IntCoord(currentTile.x + 1, currentTile.y);
}
else if (currentDirection == 8 && entity->getY() < y)
{
currentDirection = 2;
targetTile = IntCoord(currentTile.x, currentTile.y + 1);
}
else if (currentDirection == 2 && entity->getY() > y)
{
currentDirection = 8;
targetTile = IntCoord(currentTile.x, currentTile.y - 1);
}
switch (currentDirection)
{
case 4: velocity.x = - BLACK_RAT_SPEED; velocity.y = 0.0f; break;
case 6: velocity.x = + BLACK_RAT_SPEED; velocity.y = 0.0f; break;
case 2: velocity.y = + BLACK_RAT_SPEED; velocity.x = 0.0f; break;
case 8: velocity.y = - BLACK_RAT_SPEED; velocity.x = 0.0f; break;
default: break;
}
facingDirection = currentDirection;
}
}
void BlackRatEntity::dying()
{
isDying = true;
SpriteEntity* deadRat = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CORPSES), x, y, 64, 64);
deadRat->setZ(OFFSET_Y);
- deadRat->setFrame(FRAME_CORPSE_RAT);
+ deadRat->setFrame(FRAME_CORPSE_BLACK_RAT);
deadRat->setType(ENTITY_CORPSE);
for (int i = 0; i < 4; i++) game().generateBlood(x, y, bloodColor);
drop();
SoundManager::getSoundManager()->playSound(SOUND_ENNEMY_DYING);
}
void BlackRatEntity::findNextGoal()
{
currentTile = getCurrentTile();
int backDirection;
switch (currentDirection)
{
case 4: backDirection = 6; break;
case 6: backDirection = 4; break;
case 2: backDirection = 8; break;
case 8: backDirection = 2; break;
default: break;
}
{
bool ok = false;
int r = 0;
while (!ok)
{
r++;
if (r == 150) // watchdog
ok = true;
int newDir = rand() % 4;
if (newDir == 0)
{
if (backDirection != 4 && currentTile.x > 2 && (currentTile.y % 2 != 0))
{
currentDirection = 4;
targetTile = IntCoord(currentTile.x - 2, currentTile.y);
ok = true;
}
}
else if (newDir == 1)
{
if (backDirection != 6 && currentTile.x < MAP_WIDTH - 2 && (currentTile.y % 2 != 0))
{
currentDirection = 6;
targetTile = IntCoord(currentTile.x + 2, currentTile.y);
ok = true;
}
}
else if (newDir == 2)
{
if (backDirection != 8 && currentTile.y > 1 && (currentTile.x % 2 != 0))
{
currentDirection = 8;
targetTile = IntCoord(currentTile.x, currentTile.y - 2);
ok = true;
}
}
else
{
if (backDirection != 2 && currentTile.y < MAP_HEIGHT - 2 && (currentTile.x % 2 != 0))
{
currentDirection = 2;
targetTile = IntCoord(currentTile.x, currentTile.y + 2);
ok = true;
}
}
}
}
switch (currentDirection)
{
case 4: velocity.x = - BLACK_RAT_SPEED; velocity.y = 0.0f; break;
case 6: velocity.x = + BLACK_RAT_SPEED; velocity.y = 0.0f; break;
case 2: velocity.y = + BLACK_RAT_SPEED; velocity.x = 0.0f; break;
case 8: velocity.y = - BLACK_RAT_SPEED; velocity.x = 0.0f; break;
default: break;
}
facingDirection = currentDirection;
}
diff --git a/src/Constants.h b/src/Constants.h
index d877265..bd8bbe9 100644
--- a/src/Constants.h
+++ b/src/Constants.h
@@ -1,268 +1,269 @@
/** 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 = "0.0.8";
// 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 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_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_STEP,
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_ICE_CHARGE,
SOUND_SHOT_SELECT,
SOUND_HEART
};
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_KING_RAT
};
// 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 FAIRY_SPEED = 180.0f;
const float FAIRY_FIRE_DELAY = 0.8f;
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_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
};
// status
const float STATUS_FROZEN_DELAY = 5.0f; // how long the freeze occurs
const float STATUS_FROZEN_BOLT_DELAY = 2.5f; // how long the freeze occurs
const float STATUS_FROZEN_MULT = 0.33f; // speed multiplier (= 3 times slower)
// 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_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;
// 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 = 600;
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/GreenRatEntity.cpp b/src/GreenRatEntity.cpp
index 76292a6..233feaf 100644
--- a/src/GreenRatEntity.cpp
+++ b/src/GreenRatEntity.cpp
@@ -1,120 +1,120 @@
#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 = 4;
+ imagesProLine = 6;
creatureSpeed = GREEN_RAT_SPEED;
velocity = Vector2D(creatureSpeed);
computeFacingDirection();
hp = GREEN_RAT_HP;
meleeDamages = GREEN_RAT_DAMAGES;
type = ENTITY_ENNEMY_INVOCATED;
bloodColor = bloodRed;
shadowFrame = 6;
timer = (rand() % 50) / 10.0f;
age = -GREEN_RAT_FADE;
- frame = 4;
+ frame = 6;
}
void GreenRatEntity::animate(float delay)
{
z = y + boundingBox.top + boundingBox.height;
if (age > 0.0f)
{
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 = 4 + ((int)(age * 5.0f)) % 2;
+ frame = 6 + ((int)(age * 5.0f)) % 2;
if (facingDirection == 4 || facingDirection == 6) frame += 2;
isMirroring = (facingDirection == 4 );
- if (facingDirection == 8) frame += 0; // TODO
+ if (facingDirection == 8) frame += 4;
}
else
{
sprite.setColor(sf::Color(255,255,255,255 * (1.0 + age)));
}
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::dying()
{
isDying = true;
SpriteEntity* deadRat = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CORPSES), x, y, 64, 64);
deadRat->setZ(OFFSET_Y);
deadRat->setFrame(FRAME_CORPSE_GREEN_RAT);
deadRat->setType(ENTITY_CORPSE);
for (int i = 0; i < 4; i++) game().generateBlood(x, y, bloodColor);
SoundManager::getSoundManager()->playSound(SOUND_ENNEMY_DYING);
}
diff --git a/src/RatEntity.cpp b/src/RatEntity.cpp
index 61ad16a..f59a1c2 100644
--- a/src/RatEntity.cpp
+++ b/src/RatEntity.cpp
@@ -1,94 +1,94 @@
#include "RatEntity.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"
RatEntity::RatEntity(float x, float y)
: EnnemyEntity (ImageManager::getImageManager()->getImage(IMAGE_RAT), x, y)
{
creatureSpeed = RAT_SPEED;
velocity = Vector2D(creatureSpeed);
computeFacingDirection();
hp = RAT_HP;
meleeDamages = RAT_DAMAGES;
type = ENTITY_ENNEMY;
bloodColor = bloodRed;
shadowFrame = 6;
}
void RatEntity::animate(float delay)
{
if (age > 0.0f)
{
frame = ((int)(age * 5.0f)) % 2;
if (facingDirection == 4 || facingDirection == 6) frame += 2;
isMirroring = (facingDirection == 4 );
- if (facingDirection == 8) frame += 0; // TODO
+ if (facingDirection == 8) frame += 4;
}
EnnemyEntity::animate(delay);
}
void RatEntity::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 RatEntity::collideMapRight()
{
velocity.x = -velocity.x;
if (recoil.active) recoil.velocity.x = -recoil.velocity.x;
else computeFacingDirection();
}
void RatEntity::collideMapLeft()
{
velocity.x = -velocity.x;
if (recoil.active) recoil.velocity.x = -recoil.velocity.x;
else computeFacingDirection();
}
void RatEntity::collideMapTop()
{
velocity.y = -velocity.y;
if (recoil.active) recoil.velocity.y = -recoil.velocity.y;
else computeFacingDirection();
}
void RatEntity::collideMapBottom()
{
velocity.y = -velocity.y;
if (recoil.active) recoil.velocity.y = -recoil.velocity.y;
else computeFacingDirection();
}
void RatEntity::collideWithEnnemy(GameEntity* collidingEntity)
{
EnnemyEntity* entity = static_cast<EnnemyEntity*>(collidingEntity);
if (entity->getMovingStyle() == movWalking)
{
setVelocity(Vector2D(entity->getX(), entity->getY()).vectorTo(Vector2D(x, y), creatureSpeed ));
computeFacingDirection();
}
}
void RatEntity::dying()
{
isDying = true;
SpriteEntity* deadRat = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CORPSES), x, y, 64, 64);
deadRat->setZ(OFFSET_Y);
deadRat->setFrame(FRAME_CORPSE_RAT);
deadRat->setType(ENTITY_CORPSE);
for (int i = 0; i < 4; i++) game().generateBlood(x, y, bloodColor);
drop();
SoundManager::getSoundManager()->playSound(SOUND_ENNEMY_DYING);
}

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