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diff --git a/src/ArtefactDescriptionEntity.cpp b/src/ArtefactDescriptionEntity.cpp
index 82c6082..83c0320 100644
--- a/src/ArtefactDescriptionEntity.cpp
+++ b/src/ArtefactDescriptionEntity.cpp
@@ -1,115 +1,125 @@
#include "ArtefactDescriptionEntity.h"
#include "Constants.h"
#include "sfml_game/ImageManager.h"
#include "WitchBlastGame.h"
#include "StaticTextEntity.h"
+#include "Items.h"
-ArtefactDescriptionEntity::ArtefactDescriptionEntity(ItemEntity::enumItemType itemType, WitchBlastGame* parent/*, sf::Font* my_font*/)
+ArtefactDescriptionEntity::ArtefactDescriptionEntity(enumItemType itemType, WitchBlastGame* parent)
: SpriteEntity (ImageManager::getImageManager()->getImage(IMAGE_ITEMS_EQUIP), 0, 0, ITEM_WIDTH, ITEM_HEIGHT)
{
- //font = my_font;
-
this->setLifetime(6.0f);
- this->setFrame(itemType - ItemEntity::itemMagicianHat);
+ this->setFrame(itemType - itemMagicianHat);
this->setType(ENTITY_ARTIFACT_DESCRIPTION);
float x0 = OFFSET_X + MAP_WIDTH * TILE_WIDTH * 0.5f - ARTEFACT_RECT_WIDTH * 0.5f;
rectangle.setSize(sf::Vector2f(ARTEFACT_RECT_WIDTH, ARTEFACT_RECT_HEIGHT));
rectangle.setPosition(sf::Vector2f(x0, ARTEFACT_POS_Y));
rectangle.setFillColor(sf::Color(20, 20, 70, 180));
rectangleBorder.setSize(sf::Vector2f(ARTEFACT_RECT_WIDTH + ARTEFACT_BORDER * 2.0f,
ARTEFACT_RECT_HEIGHT + ARTEFACT_BORDER * 2.0f));
rectangleBorder.setPosition(sf::Vector2f(x0 - ARTEFACT_BORDER, ARTEFACT_POS_Y - ARTEFACT_BORDER));
rectangleBorder.setFillColor(sf::Color(255, 255, 255, 180));
this->parent = parent;
this->x = x0 + 50.0f;
this->y = 500.0f;
sprite.setScale(3.5f, 3.5f);
z = 5000.0f;
- switch (itemType)
+ /*switch (itemType)
{
case (ItemEntity::itemMagicianHat):
artefactName = "Enchanter Hat"; artefactDescription = "Increases fire rate"; break;
case (ItemEntity::itemLeatherBoots):
artefactName = "Leather Boots"; artefactDescription = "Increases speed"; break;
case (ItemEntity::itemBookDualShots):
artefactName = "Spell : Dual Bolts"; artefactDescription = "Shoots two bolts"; break;
case (ItemEntity::itemConcentrationAmulet):
artefactName = "Concentration Amulet"; artefactDescription = "Increases fire range"; break;
case (ItemEntity::itemBossKey):
artefactName = "Boss Key"; artefactDescription = "Open the boss gate"; break;
case (ItemEntity::itemVibrationGloves):
artefactName = "Vibration Gloves"; artefactDescription = "Vibrations + slighty increases fire rate"; break;
case (ItemEntity::itemMahoganyStaff):
artefactName = "Mahogany Staff"; artefactDescription = "Increases bolt's speed and damages"; break;
case (ItemEntity::itemFairy):
artefactName = "Fairy"; artefactDescription = "Help you in the dungeon"; break;
case (ItemEntity::itemLeatherBelt):
artefactName = "Leather Belt"; artefactDescription = "Increases fire rate"; break;
case (ItemEntity::itemBloodSnake):
artefactName = "Blood Snake"; artefactDescription = "Increases damages"; break;
default: break;
+ }*/
+
+ if (items[itemType].type == itemType)
+ {
+ artefactName = items[itemType].name;
+ artefactDescription = items[itemType].description;
+ }
+ else
+ {
+ artefactName = "Unknown";
+ artefactDescription = "Report to developper";
}
}
ArtefactDescriptionEntity::~ArtefactDescriptionEntity()
{
}
void ArtefactDescriptionEntity::animate(float delay)
{
if (age < ARTEFACT_ZOOM_TIME)
{
float perc = 1.0f - age / ARTEFACT_ZOOM_TIME;
sprite.setScale(3.5f + perc * 50.0f, 3.5f + perc * 50.0f);
}
else
{
sprite.setScale(3.5f, 3.5f);
}
SpriteEntity::animate(delay);
}
void ArtefactDescriptionEntity::render(sf::RenderWindow* app)
{
int nx = frame;
int ny = 0;
if (imagesProLine > 0)
{
nx = frame % imagesProLine;
ny = frame / imagesProLine;
}
sprite.setTextureRect(sf::IntRect(nx * width, ny * height, /*(nx + 1) **/ width, /*(ny + 1) */ height));
sprite.setPosition(x, y);
sprite.setRotation(angle);
if (isFading)
{
sprite.setColor(sf::Color(255, 255, 255, (sf::Uint8)(getFade() * 255)));
}
if (isShrinking)
{
sprite.setScale(getFade(), getFade());
}
app->draw(rectangleBorder);
app->draw(rectangle);
app->draw(sprite);
StaticTextEntity::Write(app, artefactName, 22, 315.0f, ARTEFACT_POS_Y + 15.0f, ALIGN_LEFT, sf::Color(255, 255, 255));
StaticTextEntity::Write(app, artefactDescription, 20, 315.0f, ARTEFACT_POS_Y + 55.0f, ALIGN_LEFT, sf::Color(255, 255, 255));
}
diff --git a/src/ArtefactDescriptionEntity.h b/src/ArtefactDescriptionEntity.h
index 947e75a..4d58de1 100644
--- a/src/ArtefactDescriptionEntity.h
+++ b/src/ArtefactDescriptionEntity.h
@@ -1,25 +1,25 @@
#ifndef ARTEFACTDESCRIPTIONENTITY_H
#define ARTEFACTDESCRIPTIONENTITY_H
#include "sfml_game/SpriteEntity.h"
#include "ItemEntity.h"
class WitchBlastGame;
class ArtefactDescriptionEntity : public SpriteEntity
{
public:
- ArtefactDescriptionEntity(ItemEntity::enumItemType, WitchBlastGame* parent);
+ ArtefactDescriptionEntity(enumItemType, WitchBlastGame* parent);
~ArtefactDescriptionEntity();
virtual void animate(float delay);
virtual void render(sf::RenderWindow* app);
private:
sf::RectangleShape rectangle;
sf::RectangleShape rectangleBorder;
WitchBlastGame* parent;
std::string artefactName;
std::string artefactDescription;
};
#endif // ARTEFACTDESCRIPTIONENTITY_H
diff --git a/src/ChestEntity.cpp b/src/ChestEntity.cpp
index 39fdef1..973ffc1 100644
--- a/src/ChestEntity.cpp
+++ b/src/ChestEntity.cpp
@@ -1,81 +1,81 @@
#include "ChestEntity.h"
#include "PlayerEntity.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "sfml_game/SpriteEntity.h"
#include "Constants.h"
ChestEntity::ChestEntity(float x, float y, int chestType, bool isOpen)
: CollidingSpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CHEST), x, y, 48, 48)
{
type = ENTITY_CHEST;
imagesProLine = 2;
this->isOpen = isOpen;
this->chestType = chestType;
frame = chestType * 2 + (isOpen ? 1 : 0);
}
bool ChestEntity::getOpened()
{
return isOpen;
}
int ChestEntity::getChestType()
{
return chestType;
}
void ChestEntity::animate(float delay)
{
CollidingSpriteEntity::animate(delay);
if (!isOpen) testSpriteCollisions();
z = y + height/2;
}
void ChestEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2;
boundingBox.width = width;
boundingBox.top = (int)y - height / 2;
boundingBox.height = height;
}
void ChestEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
PlayerEntity* playerEntity = dynamic_cast<PlayerEntity*>(entity);
if (collideWithEntity(entity))
{
if (!isOpen && playerEntity != NULL && !playerEntity->isDead())
{
open();
frame += 1;
}
}
}
void ChestEntity::open()
{
isOpen = true;
SoundManager::getSoundManager()->playSound(SOUND_CHEST_OPENING);
if (chestType == CHEST_BASIC)
{
for (int i = 0; i < 5; i++)
{
- ItemEntity* newItem = new ItemEntity(ItemEntity::itemCopperCoin, x, y);
+ ItemEntity* newItem = new ItemEntity(itemCopperCoin, x, y);
newItem->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
newItem->setVelocity(Vector2D(50.0f + rand()% 150));
newItem->setViscosity(0.96f);
}
}
else if (chestType == CHEST_FAIRY)
{
- ItemEntity* newItem = new ItemEntity(ItemEntity::itemFairy, x, y);
+ ItemEntity* newItem = new ItemEntity(itemFairy, x, y);
newItem->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
newItem->setVelocity(Vector2D(50.0f + rand()% 150));
newItem->setViscosity(0.96f);
}
}
diff --git a/src/DungeonMap.cpp b/src/DungeonMap.cpp
index 3af7537..829fb52 100644
--- a/src/DungeonMap.cpp
+++ b/src/DungeonMap.cpp
@@ -1,464 +1,464 @@
#include "DungeonMap.h"
#include "GameFloor.h"
#include "ItemEntity.h"
#include "ChestEntity.h"
#include "sfml_game/ImageManager.h"
#include <cstdlib>
#include <stdio.h>
#include <iostream>
DungeonMap::DungeonMap(int width, int height) : GameMap(width, height)
{
}
DungeonMap::DungeonMap(GameFloor* gameFloor, int x, int y) : GameMap(MAP_WIDTH, MAP_HEIGHT)
{
this->gameFloor = gameFloor;
this->x = x;
this->y = y;
cleared = false;
visited = false;
known = false;
}
DungeonMap::~DungeonMap()
{
//dtor
}
bool DungeonMap::isVisited()
{
return visited;
}
void DungeonMap::setVisited(bool b)
{
visited = b;
}
bool DungeonMap::isKnown()
{
return known;
}
void DungeonMap::setKnown(bool b)
{
known = b;
}
bool DungeonMap::isCleared()
{
return cleared;
}
void DungeonMap::setCleared(bool b)
{
cleared = b;
}
roomTypeEnum DungeonMap::getRoomType()
{
return roomType;
}
void DungeonMap::setRoomType(roomTypeEnum roomType)
{
this->roomType = roomType;
}
void DungeonMap::displayToConsole()
{
for (int j=0; j < MAP_HEIGHT; j++)
{
for (int i=0; i < MAP_WIDTH; i++)
{
printf("%d", map[i][j]);
}
printf("\n");
}
printf("\n");
}
bool DungeonMap::isDownBlocking(int x, int y)
{
if (!inMap(x, y)) return false;
if (map[x][y] >= MAP_WALL) return true;
return false;
}
bool DungeonMap::isUpBlocking(int x, int y)
{
if (!inMap(x, y)) return false;
if (map[x][y] >= MAP_WALL) return true;
return false;
}
bool DungeonMap::isLeftBlocking(int x, int y)
{
if (!inMap(x, y)) return false;
if (map[x][y] >= MAP_WALL) return true;
return false;
}
bool DungeonMap::isRightBlocking(int x, int y)
{
if (!inMap(x, y)) return false;
if (map[x][y] >= MAP_WALL) return true;
return false;
}
bool DungeonMap::isWalkable(int x, int y)
{
return (map[x][y] < MAP_WALL);
}
void DungeonMap::randomize(int n)
{
int i, j;
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
initRoom();
// bonus
if (n == 5)
{
roomType = roomTypeBonus;
}
// others
else if (n > 0)
{
int r = rand() % 4;
if (r == 0) // corner blocks
{
map[1][1] = 4;
map[1][MAP_HEIGHT -2] = 4;
map[MAP_WIDTH - 2][1] = 4;
map[MAP_WIDTH - 2][MAP_HEIGHT -2] = 4;
}
else if (r == 1) // bloc in the middle
{
for (i = x0-1; i <= x0+1; i++)
for (j = y0-1; j <= y0+1; j++)
map[i][j] = 4;
}
else if (r == 2) // checker
{
for (i = 2; i < MAP_WIDTH - 2; i = i + 2)
for (j = 2; j < MAP_HEIGHT - 2; j = j + 2)
map[i][j] = 4;
}
cleared = false;
roomType = (roomTypeEnum)(rand() % 3);
}
else
{
cleared = true;
}
}
int DungeonMap::hasNeighbourLeft()
{
if (x > 0 && gameFloor->getRoom(x-1, y) > 0)
{
if (gameFloor->getRoom(x-1, y) == roomTypeBoss) return 2;
else return 1;
}
return 0;
}
int DungeonMap::hasNeighbourRight()
{
if (x < MAP_WIDTH -1 && gameFloor->getRoom(x+1, y) > 0)
{
if (gameFloor->getRoom(x+1, y) == roomTypeBoss) return 2;
else return 1;
}
return 0;
}
int DungeonMap::hasNeighbourUp()
{
if (y > 0 && gameFloor->getRoom(x, y-1) > 0)
{
if (gameFloor->getRoom(x, y-1) == roomTypeBoss) return 2;
else return 1;
}
return 0;
}
int DungeonMap::hasNeighbourDown()
{
if (y < MAP_HEIGHT -1 && gameFloor->getRoom(x, y+1) > 0)
{
if (gameFloor->getRoom(x, y+1) == roomTypeBoss) return 2;
else return 1;
}
return 0;
}
void DungeonMap::initRoom()
{
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
int i, j;
map[0][0] = MAP_WALL_7;
for ( i = 1 ; i < width -1 ; i++)
{
map[i][0] = MAP_WALL_8;
map[i][height - 1] = MAP_WALL_2;
}
map[width - 1][0] = MAP_WALL_9;
for ( int i = 1 ; i < height -1 ; i++)
{
map[0][i] = MAP_WALL_4;
map[width - 1][i] = MAP_WALL_6;
}
map[0][height - 1] = MAP_WALL_1;
map[width - 1][height - 1] = MAP_WALL_3;
for ( i = 1 ; i < width - 1 ; i++)
for ( j = 1 ; j < height - 1 ; j++)
{
map[i][j] = 0;
if (rand()%8 == 0) map[i][j] = rand()%(MAP_NORMAL_FLOOR + 1);
}
if (gameFloor != NULL)
{
if (x > 0 && gameFloor->getRoom(x-1, y) > 0)
{
//map[0][y0-1] = 0;
map[0][y0] = 0;
//map[0][y0+1] = 0;
}
if (x < MAP_WIDTH -1 && gameFloor->getRoom(x+1, y) > 0)
{
//map[MAP_WIDTH -1][y0-1] = 0;
map[MAP_WIDTH -1][y0] = 0;
//map[MAP_WIDTH -1][y0+1] = 0;
}
if (y > 0 && gameFloor->getRoom(x, y-1) > 0)
{
//map[x0-1][0] = 0;
map[x0][0] = 0;
//map[x0+1][0] = 0;
}
if (y < MAP_HEIGHT -1 && gameFloor->getRoom(x, y+1) > 0)
{
//map[x0-1][MAP_HEIGHT -1] = 0;
map[x0][MAP_HEIGHT -1] = 0;
//map[x0+1][MAP_HEIGHT -1] = 0;
}
}
}
Vector2D DungeonMap::generateBonusRoom()
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
map[x0 - 1][y0 - 1] = MAP_WALL;
map[x0 - 1][y0 + 1] = MAP_WALL;
map[x0 + 1][y0 - 1] = MAP_WALL;
map[x0 + 1][y0 + 1] = MAP_WALL;
return (Vector2D(OFFSET_X + x0 * TILE_WIDTH + TILE_WIDTH / 2, OFFSET_Y + y0 * TILE_HEIGHT + TILE_HEIGHT / 2));
}
void DungeonMap::generateCarpet(int x0, int y0, int w, int h, int n)
{
int xf = x0 + w - 1;
int yf = y0 + h - 1;
map[x0][y0] = n;
map[x0][yf] = n + 6;
map[xf][y0] = n + 2;
map[xf][yf] = n + 8;
int i, j;
for (i = x0 + 1; i <= xf - 1; i++)
{
map[i][y0] = n + 1;
map[i][yf] = n + 7;
for (j = y0 + 1; j <= yf - 1; j++)
map[i][j] = n + 4;
}
for (j = y0 + 1; j <= yf - 1; j++)
{
map[x0][j] = n + 3;
map[xf][j] = n + 5;
}
}
Vector2D DungeonMap::generateMerchantRoom()
{
initRoom();
int x0 = 3;
int y0 = 3;
generateCarpet(3, 3, 9, 3, 20);
return (Vector2D(OFFSET_X + x0 * TILE_WIDTH + TILE_WIDTH / 2, OFFSET_Y + y0 * TILE_HEIGHT + TILE_HEIGHT / 2));
}
Vector2D DungeonMap::generateKeyRoom()
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
for (int i = x0 - 1; i <= x0 + 1; i++)
for (int j = y0 - 1; j <= y0 + 1; j++)
map[i][j] = MAP_WALL;
map[x0][y0] = 0;
map[x0][y0+1] = MAP_DOOR;
return (Vector2D(OFFSET_X + x0 * TILE_WIDTH + TILE_WIDTH / 2, OFFSET_Y + y0 * TILE_HEIGHT + TILE_HEIGHT / 2));
}
void DungeonMap::generateRoom(int type)
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
int i, j, r;
if (type == 0)
{
if (roomType == roomTypeStarting)
generateCarpet(5, 3, 5, 3, 30);
}
if (type == 1)
{
// corner block
map[1][1] = MAP_WALL;
map[1][MAP_HEIGHT -2] = MAP_WALL;
map[MAP_WIDTH - 2][1] = MAP_WALL;
map[MAP_WIDTH - 2][MAP_HEIGHT -2] = MAP_WALL;
}
if (type == 2)
{
r = 1 + rand() % 3;
for (i = x0 - r; i <= x0 + r; i++)
for (j = y0 - 1; j <= y0 + 1; j++)
map[i][j] = MAP_WALL;
}
}
void DungeonMap::addItem(int itemType, float x, float y, bool merch)
{
itemListElement ilm;
ilm.type = itemType;
ilm.x = x;
ilm.y = y;
ilm.merch = merch;
itemList.push_back(ilm);
}
void DungeonMap::addSprite(int spriteType, int frame, float x, float y, float scale)
{
spriteListElement slm;
slm.type = spriteType;
slm.frame = frame;
slm.x = x;
slm.y = y;
slm.scale = scale;
spriteList.push_back(slm);
}
void DungeonMap::addChest(int chestType, bool state, float x, float y)
{
chestListElement clm;
clm.type = chestType;
clm.state = state;
clm.x = x;
clm.y = y;
chestList.push_back(clm);
}
void DungeonMap::restoreItems()
{
ItemList::iterator it;
for (it = itemList.begin (); it != itemList.end ();)
{
itemListElement ilm = *it;
it++;
- ItemEntity* itemEntity = new ItemEntity((ItemEntity::enumItemType)(ilm.type), ilm.x, ilm.y);
+ ItemEntity* itemEntity = new ItemEntity((enumItemType)(ilm.type), ilm.x, ilm.y);
itemEntity->setMap(this, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
itemEntity->setMerchandise(ilm.merch);
}
itemList.clear();
}
void DungeonMap::restoreSprites()
{
SpriteList::iterator it;
for (it = spriteList.begin (); it != spriteList.end ();)
{
spriteListElement ilm = *it;
it++;
if (ilm.type == ENTITY_BLOOD)
{
SpriteEntity* blood = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_BLOOD), ilm.x, ilm.y, 16, 16, 6);
blood->setZ(OFFSET_Y - 1);
blood->setFrame(ilm.frame);
blood->setType(ENTITY_BLOOD);
blood->setScale(ilm.scale, ilm.scale);
}
else if (ilm.type == ENTITY_CORPSE)
{
SpriteEntity* corpse;
if (ilm.frame >= FRAME_CORPSE_KING_RAT)
{
corpse = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CORPSES_BIG), ilm.x, ilm.y, 128, 128);
corpse->setFrame(ilm.frame - FRAME_CORPSE_KING_RAT);
}
else
{
corpse = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CORPSES), ilm.x, ilm.y, 64, 64);
corpse->setFrame(ilm.frame);
}
corpse->setZ(OFFSET_Y);
corpse->setType(ENTITY_CORPSE);
}
}
spriteList.clear();
}
void DungeonMap::restoreChests()
{
ChestList::iterator it;
for (it = chestList.begin (); it != chestList.end ();)
{
chestListElement clm = *it;
it++;
ChestEntity* chestEntity = new ChestEntity(clm.x, clm.y, clm.type, clm.state);
chestEntity->setMap(this, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
}
chestList.clear();
}
void DungeonMap::restoreMapObjects()
{
restoreItems();
restoreSprites();
restoreChests();
}
diff --git a/src/EnnemyEntity.cpp b/src/EnnemyEntity.cpp
index 2fe606e..8b37163 100644
--- a/src/EnnemyEntity.cpp
+++ b/src/EnnemyEntity.cpp
@@ -1,125 +1,125 @@
#include "EnnemyEntity.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 <iostream>
#include "WitchBlastGame.h"
EnnemyEntity::EnnemyEntity(sf::Texture* image, float x, float y, GameMap* map)
: BaseCreatureEntity (image, x, y, 64, 64)
{
type = ENTITY_ENNEMY;
bloodColor = bloodRed;
setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
z = y;
age = -0.001f * (rand()%800) - 0.4f;
}
void EnnemyEntity::animate(float delay)
{
if (canCollide()) testSpriteCollisions();
if (age > 0.0f)
BaseCreatureEntity::animate(delay);
else
age += delay;
}
void EnnemyEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2;
boundingBox.width = width;
boundingBox.top = (int)y - height / 2;
boundingBox.height = height;
}
void EnnemyEntity::collideMapRight()
{
velocity.x = 0.0f;
}
void EnnemyEntity::collideMapLeft()
{
velocity.x = 0.0f;
}
void EnnemyEntity::collideMapTop()
{
velocity.y = 0.0f;
}
void EnnemyEntity::collideMapBottom()
{
velocity.y = 0.0f;
}
void EnnemyEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
if (collideWithEntity(entity) &&
(entity->getType() == ENTITY_PLAYER || entity->getType() == ENTITY_BOLT ))
{
PlayerEntity* playerEntity = dynamic_cast<PlayerEntity*>(entity);
BoltEntity* boltEntity = dynamic_cast<BoltEntity*>(entity);
if (playerEntity != NULL && !playerEntity->isDead())
{
if (playerEntity->hurt(meleeDamages))
{
float xs = (x + playerEntity->getX()) / 2;
float ys = (y + playerEntity->getY()) / 2;
SpriteEntity* star = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_STAR_2), xs, ys);
star->setFading(true);
star->setZ(y+ 100);
star->setLifetime(0.7f);
star->setType(16);
star->setSpin(400.0f);
}
}
else if (boltEntity != NULL && !boltEntity->getDying() && boltEntity->getAge() > 0.05f)
{
boltEntity->collide();
hurt(boltEntity->getDamages());
parentGame->generateBlood(x, y, bloodColor);
SoundManager::getSoundManager()->playSound(SOUND_IMPACT);
float xs = (x + boltEntity->getX()) / 2;
float ys = (y + boltEntity->getY()) / 2;
SpriteEntity* star = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_STAR_2), xs, ys);
star->setFading(true);
star->setZ(y+ 100);
star->setLifetime(0.7f);
star->setType(16);
star->setSpin(400.0f);
}
}
}
void EnnemyEntity::dying()
{
isDying = true;
SpriteEntity* deadRat = new SpriteEntity(ImageManager::getImageManager()->getImage(3), x, y, 64, 64);
//deadRat->setZ(y + height);
deadRat->setZ(OFFSET_Y);
deadRat->setFrame(2);
deadRat->setType(13);
}
void EnnemyEntity::drop()
{
if (rand() % 5 == 0)
{
- ItemEntity* newItem = new ItemEntity(ItemEntity::itemCopperCoin, x, y);
+ ItemEntity* newItem = new ItemEntity(itemCopperCoin, x, y);
newItem->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
newItem->setVelocity(Vector2D(100.0f + rand()% 250));
newItem->setViscosity(0.96f);
}
}
bool EnnemyEntity::canCollide()
{
return true;
}
diff --git a/src/ItemEntity.cpp b/src/ItemEntity.cpp
index 2076f7d..39d5a6d 100644
--- a/src/ItemEntity.cpp
+++ b/src/ItemEntity.cpp
@@ -1,159 +1,141 @@
#include "ItemEntity.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SpriteEntity.h"
#include "Constants.h"
#include "MagnetEntity.h"
#include "WitchBlastGame.h"
#include "StaticTextEntity.h"
#include <iostream>
#include <sstream>
-const int itemCost[14] =
-{
- 1, // copper coin
- 5, // silver
- 20, // gold
- 8, // health
-
- 20, // hat
- 20, // boots
- 20, // dual
- 20, // amulet
- 100, // boss key
- 20, // gloves
- 20, // staff
- 20, // belt
- 20, // serpent
-
- 30, // fairy
-};
+
ItemEntity::ItemEntity(enumItemType itemType, float x, float y)
: CollidingSpriteEntity(ImageManager::getImageManager()->getImage(itemType >= itemMagicianHat ? IMAGE_ITEMS_EQUIP : IMAGE_ITEMS), x, y, ITEM_WIDTH, ITEM_HEIGHT)
{
type = ENTITY_ITEM;
this->itemType = itemType;
frame = itemType;
if (itemType >= itemMagicianHat) frame = itemType - itemMagicianHat;
isMerchandise = false;
}
void ItemEntity::setMerchandise(bool isMerchandise)
{
this->isMerchandise = isMerchandise;
}
bool ItemEntity::getMerchandise()
{
return isMerchandise;
}
int ItemEntity::getPrice()
{
- return (itemCost[(int)(itemType)]);
+ return (items[itemType].price);
}
void ItemEntity::setParent(WitchBlastGame* parent)
{
parentGame = parent;
}
void ItemEntity::animate(float delay)
{
z = y + height;
CollidingSpriteEntity::animate(delay);
if (age > 0.7f) testSpriteCollisions();
}
void ItemEntity::render(sf::RenderWindow* app)
{
// shadow
sprite.setTextureRect(sf::IntRect(9 * width, height, width, height));
app->draw(sprite);
// price
if (isMerchandise)
{
std::ostringstream oss;
oss << getPrice() << " $";
StaticTextEntity::Write(app, oss.str(), 16, x, y + 18.0f, ALIGN_CENTER, sf::Color(255, 255, 255));
}
CollidingSpriteEntity::render(app);
}
void ItemEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2;
boundingBox.width = width;
boundingBox.top = (int)y - height / 2;
boundingBox.height = height;
}
void ItemEntity::dying()
{
isDying = true;
}
void ItemEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
PlayerEntity* playerEntity = dynamic_cast<PlayerEntity*>(entity);
if (collideWithEntity(entity))
{
if (playerEntity != NULL && !playerEntity->isDead())
{
if (isMerchandise == false || playerEntity->getGold() >= getPrice())
{
playerEntity->acquireItem(itemType);
if (isMerchandise) playerEntity->pay(getPrice());
//isDying = true;
dying();
if (itemType >= itemMagicianHat)
{
parentGame->showArtefactDescription(itemType);
SpriteEntity* spriteItem = new SpriteEntity(
image,
playerEntity->getX(), playerEntity->getY() - 60.0f, ITEM_WIDTH, ITEM_HEIGHT);
spriteItem->setFrame(frame);
spriteItem->setZ(z);
spriteItem->setLifetime(ACQUIRE_DELAY);
SpriteEntity* spriteStar = new SpriteEntity(
ImageManager::getImageManager()->getImage(IMAGE_STAR),
playerEntity->getX(), playerEntity->getY() - 60.0f);
spriteStar->setScale(4.0f, 4.0f);
spriteStar->setZ(z-1.0f);
spriteStar->setLifetime(ACQUIRE_DELAY);
spriteStar->setSpin(50.0f);
}
else
new MagnetEntity(x, y, playerEntity, itemType);
}
}
}
}
void ItemEntity::collideMapRight()
{
velocity.x = -velocity.x * 0.66f;
}
void ItemEntity::collideMapLeft()
{
velocity.x = -velocity.x * 0.66f;
}
void ItemEntity::collideMapTop()
{
velocity.y = -velocity.y * 0.66f;
}
void ItemEntity::collideMapBottom()
{
velocity.y = -velocity.y * 0.66f;
}
diff --git a/src/ItemEntity.h b/src/ItemEntity.h
index d66e80a..d4619b7 100644
--- a/src/ItemEntity.h
+++ b/src/ItemEntity.h
@@ -1,60 +1,40 @@
#ifndef ITEMENTITY_H
#define ITEMENTITY_H
#include "sfml_game/CollidingSpriteEntity.h"
+#include "Items.h"
class WitchBlastGame;
class ItemEntity : public CollidingSpriteEntity
{
public:
- enum enumItemType
- {
- itemCopperCoin,
- itemSilverCoin,
- itemGoldCoin,
- itemHealth,
-
- itemMagicianHat,
- itemLeatherBoots,
- itemBookDualShots,
- itemConcentrationAmulet,
- itemBossKey,
- itemVibrationGloves,
- itemMahoganyStaff,
- itemFairy,
- itemLeatherBelt,
- itemBloodSnake
- };
-
-
-
+ ItemEntity(enumItemType itemType, float x, float y);
void setMerchandise(bool isMerchandise);
bool getMerchandise();
int getPrice();
- /*ItemEntity(sf::Texture* image, float x, float y, int itemType, int spriteWidth, int spriteHeight);*/
- ItemEntity(enumItemType itemType, float x, float y);
+
virtual void animate(float delay);
virtual void render(sf::RenderWindow* app);
virtual void calculateBB();
virtual void dying();
void setParent(WitchBlastGame* parent);
enumItemType getItemType() { return itemType; };
protected:
WitchBlastGame* parentGame;
enumItemType itemType;
bool isMerchandise;
virtual void collideMapRight();
virtual void collideMapLeft();
virtual void collideMapTop();
virtual void collideMapBottom();
virtual void readCollidingEntity(CollidingSpriteEntity* entity);
private:
};
#endif // ITEMENTITY_H
diff --git a/src/Items.h b/src/Items.h
new file mode 100644
index 0000000..395c71f
--- /dev/null
+++ b/src/Items.h
@@ -0,0 +1,81 @@
+#ifndef ITEMS_H
+#define ITEMS_H
+
+
+enum enumItemType
+{
+ itemCopperCoin,
+ itemSilverCoin,
+ itemGoldCoin,
+ itemHealth,
+
+ itemMagicianHat,
+ itemLeatherBoots,
+ itemBookDualShots,
+ itemRageAmulet,
+ itemBossKey,
+ itemVibrationGloves,
+ itemMahoganyStaff,
+ itemFairy,
+ itemLeatherBelt,
+ itemBloodSnake
+};
+
+struct itemStuct
+{
+ enumItemType type;
+ std::string name;
+ std::string description;
+ int price;
+ bool equip;
+};
+
+
+const int NB_ITEMS = 14;
+const itemStuct items[NB_ITEMS] =
+{
+ {
+ itemCopperCoin, "Copper coin", "A copper coin (value 1)", 1, false
+ },
+ {
+ itemSilverCoin, "Silver coin", "A silver coin (value 5)", 5, false
+ },
+ {
+ itemGoldCoin, "Gold coin", "A gold coin (value 20)", 20, false
+ },
+ {
+ itemHealth, "Health potion", "A health potion", 8, false
+ },
+ {
+ itemMagicianHat, "Enchanter Hat", "Increases fire rate", 20, true
+ },
+ {
+ itemLeatherBoots, "Leather Boots", "Increases Boots", 20, true
+ },
+ {
+ itemBookDualShots, "Spell : Dual Bolts", "Shoots two bolts", 20, true
+ },
+ {
+ itemRageAmulet, "Rage Amulet", "Increases fire range", 20, true
+ },
+ {
+ itemBossKey, "Boss Key", "Open the Boss gate", 200, true
+ },
+ {
+ itemVibrationGloves, "Vibration Gloves", "Increases bolt's speed and damages", 20, true
+ },
+ {
+ itemMahoganyStaff, "Mahogany Staff", "Increases bolt's speed and damages", 20, true
+ },
+ {
+ itemFairy, "Fairy", "Help you in the dungeon", 20, true
+ },
+ {
+ itemLeatherBelt, "Leather Belt", "Increases fire rate", 20, true
+ },
+ {
+ itemBloodSnake, "Blood Snake", "Increases damages", 20, true
+ }
+};
+
+#endif
diff --git a/src/MagnetEntity.cpp b/src/MagnetEntity.cpp
index 1b0d535..0fd05ed 100644
--- a/src/MagnetEntity.cpp
+++ b/src/MagnetEntity.cpp
@@ -1,31 +1,31 @@
#include "MagnetEntity.h"
#include "Constants.h"
#include "sfml_game/ImageManager.h"
-MagnetEntity::MagnetEntity(float x, float y, PlayerEntity* parentEntity, ItemEntity::enumItemType itemType) : SpriteEntity (ImageManager::getImageManager()->getImage(IMAGE_ITEMS), x, y, ITEM_WIDTH, ITEM_HEIGHT)
+MagnetEntity::MagnetEntity(float x, float y, PlayerEntity* parentEntity, enumItemType itemType) : SpriteEntity (ImageManager::getImageManager()->getImage(IMAGE_ITEMS), x, y, ITEM_WIDTH, ITEM_HEIGHT)
{
this->x = x;
this->y = y;
this->setLifetime(0.7f);
//itemFadingEntity->setFading(true);
this->setShrinking(true);
this->setVelocity(Vector2D(150.0f - rand()%300, -260.0f));
this->setWeight(800.0f);
this->setFrame(itemType);
this->parentEntity = parentEntity;
type = ENTITY_EFFECT;
}
void MagnetEntity::animate(float delay)
{
z = y + height;
if (age > lifetime * 0.3f)
{
velocity.x += (parentEntity->getX() - x) * delay * 30.0f;
velocity.y += (parentEntity->getY() - y) * delay * 30.0f;
}
SpriteEntity::animate(delay);
}
diff --git a/src/MagnetEntity.h b/src/MagnetEntity.h
index 859cffd..fa24f51 100644
--- a/src/MagnetEntity.h
+++ b/src/MagnetEntity.h
@@ -1,18 +1,18 @@
#ifndef MAGNETENTITY_H
#define MAGNETENTITY_H
#include "sfml_game/SpriteEntity.h"
#include "PlayerEntity.h"
class MagnetEntity : public SpriteEntity
{
public:
- MagnetEntity(float x, float y, PlayerEntity* parentEntity, ItemEntity::enumItemType );
+ MagnetEntity(float x, float y, PlayerEntity* parentEntity, enumItemType );
virtual void animate(float delay);
protected:
private:
PlayerEntity* parentEntity;
};
#endif // MAGNETENTITY_H
diff --git a/src/PlayerEntity.cpp b/src/PlayerEntity.cpp
index 412610d..3a4f433 100644
--- a/src/PlayerEntity.cpp
+++ b/src/PlayerEntity.cpp
@@ -1,575 +1,575 @@
#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 <iostream>
PlayerEntity::PlayerEntity(sf::Texture* image, float x = 0.0f, float y = 0.0f) : BaseCreatureEntity (image, x, y, 64, 96)
{
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;
bloodColor = bloodRed;
for (int i = 0; i < NUMBER_EQUIP_ITEMS; i++) equip[i] = false;
colliding = 0;
computePlayer();
// TEST
//equip[EQUIP_BOSS_KEY] = true;
}
void PlayerEntity::moveTo(float newX, float newY)
{
float dx = newX - x;
float dy = newY - y;
x = newX;
y = newY;
if (equip[EQUIP_FAIRY])
{
fairy->setX(fairy->getX() + dx);
fairy->setY(fairy->getY() + dy);
}
}
float PlayerEntity::getPercentFireDelay()
{
if (canFirePlayer) return 1.0f;
else return (1.0f - currentFireDelay / fireDelay);
}
int PlayerEntity::getColliding()
{
return colliding;
}
bool PlayerEntity::isDead()
{
return playerStatus==playerStatusDead;
}
void PlayerEntity::setEntering()
{
playerStatus = playerStatusEntering;
}
void PlayerEntity::pay(int price)
{
gold -= price;
if (gold < 0) gold = 0;
SoundManager::getSoundManager()->playSound(SOUND_PAY);
}
void PlayerEntity::animate(float delay)
{
// rate of fire
if (!canFirePlayer)
{
currentFireDelay -= delay;
canFirePlayer = (currentFireDelay <= 0.0f);
}
// acquisition animation
if (playerStatus == playerStatusAcquire)
{
acquireDelay -= delay;
if (acquireDelay <= 0.0f)
{
equip[acquiredItem] = true;
computePlayer();
playerStatus = playerStatusPlaying;
if (acquiredItem == (int)EQUIP_FAIRY)
{
fairy = new FairyEntity(x, y - 50.0f, this);
}
}
}
else if (playerStatus == playerStatusUnlocking)
{
acquireDelay -= delay;
if (acquireDelay <= 0.0f)
{
playerStatus = playerStatusPlaying;
}
}
//z = y;
if (playerStatus != playerStatusDead) testSpriteCollisions();
colliding = 0;
BaseCreatureEntity::animate(delay);
if (isMoving())
{
frame = ((int)(age * 5.0f)) % 4;
if (frame == 2) frame = 0;
if (frame == 3) frame = 2;
SoundManager::getSoundManager()->playSound(SOUND_STEP);
}
else if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
frame = 3;
else if (playerStatus == playerStatusDead)
frame = 0;
else
frame = 0;
if (x < OFFSET_X)
parentGame->moveToOtherMap(4);
else if (x > OFFSET_X + MAP_WIDTH * TILE_WIDTH)
parentGame->moveToOtherMap(6);
else if (y < OFFSET_Y)
parentGame->moveToOtherMap(8);
else if (y > OFFSET_Y + MAP_HEIGHT * TILE_HEIGHT - 5)
parentGame->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;
parentGame->closeDoors();
}
}
if (playerStatus == playerStatusDead)
{
z = OFFSET_Y - 2;
}
}
void PlayerEntity::render(sf::RenderWindow* app)
{
sprite.setPosition(x, y);
if (playerStatus == playerStatusDead)
{
// blood
sprite.setTextureRect(sf::IntRect(6 * width, 0, width, height));
app->draw(sprite);
// body
sprite.setTextureRect(sf::IntRect(3 * width, height, width, height));
app->draw(sprite);
// feet
sprite.setTextureRect(sf::IntRect(3 * width, 2 * height, width, height));
app->draw(sprite);
// hand
sprite.setTextureRect(sf::IntRect(3 * width, 3 * height, width, height));
app->draw(sprite);
}
else
{
// shadow
sprite.setTextureRect(sf::IntRect(7 * width, 0, width, height));
app->draw(sprite);
// body
sprite.setTextureRect(sf::IntRect(frame * width, height, width, height));
app->draw(sprite);
// belt
if (equip[EQUIP_LEATHER_BELT])
{
sprite.setTextureRect(sf::IntRect(frame * width, 6 *height, width, height));
app->draw(sprite);
}
// head
if (playerStatus != playerStatusAcquire && playerStatus != playerStatusUnlocking)
{
sprite.setTextureRect(sf::IntRect(0, 0, width, height));
app->draw(sprite);
// hat
if (equip[EQUIP_ENCHANTER_HAT])
{
sprite.setTextureRect(sf::IntRect(3 * width, 0, width, height));
app->draw(sprite);
}
}
// feet
if( equip[EQUIP_LEATHER_BOOTS])
sprite.setTextureRect(sf::IntRect((frame + 4) * width, 2 * height, width, height));
else
sprite.setTextureRect(sf::IntRect(frame * width, 2 * height, width, height));
app->draw(sprite);
// staff
if ( equip[EQUIP_MAHOGANY_STAFF])
sprite.setTextureRect(sf::IntRect((frame + 4) * width + 4, 4 * height, width, height));
else
sprite.setTextureRect(sf::IntRect(frame * width + 4, 4 * height, width, height));
app->draw(sprite);
// snake
if (equip[EQUIP_BLOOD_SNAKE])
{
sprite.setTextureRect(sf::IntRect(frame * width + 4, 7 *height, width, height));
app->draw(sprite);
}
// hands
if( equip[EQUIP_VIBRATION_GLOVES])
sprite.setTextureRect(sf::IntRect((frame + 4) * width, 3 * height, width, height));
else
sprite.setTextureRect(sf::IntRect(frame * width, 3 * height, width, height));
app->draw(sprite);
// head
if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
{
sprite.setTextureRect(sf::IntRect(width, 0, width, height));
app->draw(sprite);
// hat
if (equip[EQUIP_ENCHANTER_HAT])
{
sprite.setTextureRect(sf::IntRect(3 * width, 0, width, height));
app->draw(sprite);
}
// staff
//sprite.setTextureRect(sf::IntRect(width * 1, 4 * height, width, height));
//app->draw(sprite);
if ( equip[EQUIP_MAHOGANY_STAFF])
sprite.setTextureRect(sf::IntRect(5 * width + 4, 4 * height, width, height));
else
sprite.setTextureRect(sf::IntRect(width + 4, 4 * height, width, height));
app->draw(sprite);
// snake
if (equip[EQUIP_BLOOD_SNAKE])
{
sprite.setTextureRect(sf::IntRect(1 * width, 7 *height, width, height));
app->draw(sprite);
}
}
// necklace
if (equip[EQUIP_CONCENTRATION_AMULET])
{
sprite.setTextureRect(sf::IntRect(frame * width, 5 * height, width, height));
app->draw(sprite);
sprite.setColor(sf::Color(255,255,255, (1.0f + sin(age * 5.0f)) * 100));
sprite.setTextureRect(sf::IntRect(5 * width, 0, width, height));
app->draw(sprite);
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;
float fPrez = 10.0f;
boundingBox.left += fPrez;
boundingBox.width -= (fPrez + fPrez);
boundingBox.top += 52.0f;
boundingBox.height = boundingBox.width - 10.0f;
}
void PlayerEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
EnnemyBoltEntity* boltEntity = dynamic_cast<EnnemyBoltEntity*>(entity);
if (collideWithEntity(entity))
{
if (boltEntity != NULL && !boltEntity->getDying())
{
boltEntity->collide();
hurt(boltEntity->getDamages());
parentGame->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)
speedx = - creatureSpeed;
else if (direction == 3 || direction == 6 || direction == 9)
speedx = creatureSpeed;
if (direction == 1 || direction == 2 || direction == 3)
speedy = creatureSpeed;
else if (direction == 7 || direction == 8 || direction == 9)
speedy = - creatureSpeed;
setVelocity(Vector2D(speedx, speedy));
}
}
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::generateBolt(float velx, float vely)
{
BoltEntity* bolt = new BoltEntity(ImageManager::getImageManager()->getImage(1), x, y + 20, boltLifeTime);
bolt->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
bolt->setDamages(fireDamages);
bolt->setVelocity(Vector2D(velx, vely));
}
void PlayerEntity::fire(int direction)
{
if (equip[EQUIP_FAIRY] && playerStatus != playerStatusDead)
fairy->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;
}
}
bool PlayerEntity::canFire()
{
return canFirePlayer;
}
bool PlayerEntity::canMove()
{
return (playerStatus == playerStatusPlaying);
}
bool PlayerEntity::hurt(int damages)
{
if (!hurting)
{
SoundManager::getSoundManager()->playSound(SOUND_PLAYER_HIT);
BaseCreatureEntity::hurt(damages);
parentGame->generateBlood(x, y, bloodColor);
parentGame->generateBlood(x, y, bloodColor);
return true;
}
return false;
}
-void PlayerEntity::loseItem(ItemEntity::enumItemType itemType, bool isEquip)
+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->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(ItemEntity::itemCopperCoin, false);
+ for (i = 0; i < gold; i++) loseItem(itemCopperCoin, false);
for (i = 0; i < NUMBER_EQUIP_ITEMS; i++)
- if (equip[i]) loseItem(ItemEntity::enumItemType(i), true);
+ if (equip[i]) loseItem(enumItemType(i), true);
for (i = 0; i < 8; i++) parentGame->generateBlood(x, y, bloodColor);
CollidingSpriteEntity* itemSprite
= new CollidingSpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_PLAYER), x, y, 64, 64);
itemSprite->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
itemSprite->setZ(OFFSET_Y - 1);
itemSprite->setImagesProLine(10);
itemSprite->setFrame(/*11*/1);
itemSprite->setType(ENTITY_BLOOD);
itemSprite->setVelocity(Vector2D(rand()%450));
itemSprite->setViscosity(0.95f);
itemSprite->setSpin( (rand() % 700) - 350.0f);
}
-void PlayerEntity::acquireItem(ItemEntity::enumItemType type)
+void PlayerEntity::acquireItem(enumItemType type)
{
- if (type >= ItemEntity::itemMagicianHat) acquireStance(type);
+ if (type >= itemMagicianHat) acquireStance(type);
else switch (type)
{
- case ItemEntity::itemCopperCoin: gold++;
+ case itemCopperCoin: gold++;
SoundManager::getSoundManager()->playSound(SOUND_COIN_PICK_UP);
break;
- case ItemEntity::itemSilverCoin: gold = gold + 5; break;
- case ItemEntity::itemGoldCoin: gold = gold + 10; break;
- case ItemEntity::itemHealth: hp += 15;
+ case itemSilverCoin: gold = gold + 5; break;
+ case itemGoldCoin: gold = gold + 10; 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 += 0.25f;
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;
}
-void PlayerEntity::acquireStance(ItemEntity::enumItemType type)
+void PlayerEntity::acquireStance(enumItemType type)
{
velocity.x = 0.0f;
velocity.y = 0.0f;
playerStatus = playerStatusAcquire;
acquireDelay = ACQUIRE_DELAY;
- acquiredItem = (ItemEntity::enumItemType)(type - ItemEntity::itemMagicianHat);
+ acquiredItem = (enumItemType)(type - itemMagicianHat);
SoundManager::getSoundManager()->playSound(SOUND_BONUS);
}
void PlayerEntity::collideMapRight()
{
colliding = 6;
}
void PlayerEntity::collideMapLeft()
{
colliding = 4;
}
void PlayerEntity::collideMapTop()
{
colliding = 8;
}
void PlayerEntity::collideMapBottom()
{
colliding = 2;
}
void PlayerEntity::useBossKey()
{
velocity.x = 0.0f;
velocity.y = 0.0f;
playerStatus = playerStatusUnlocking;
acquireDelay = UNLOCK_DELAY;
- acquiredItem = (ItemEntity::enumItemType)(type - ItemEntity::itemMagicianHat);
+ acquiredItem = (enumItemType)(type - itemMagicianHat);
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);
}
diff --git a/src/PlayerEntity.h b/src/PlayerEntity.h
index 5734712..e15aaab 100644
--- a/src/PlayerEntity.h
+++ b/src/PlayerEntity.h
@@ -1,84 +1,84 @@
#ifndef PLAYERSPRITE_H
#define PLAYERSPRITE_H
#include "BaseCreatureEntity.h"
#include "ItemEntity.h"
#include "Constants.h"
class FairyEntity;
class PlayerEntity : public BaseCreatureEntity
{
public:
PlayerEntity(sf::Texture* image, float x, float y);
virtual void animate(float delay);
virtual void render(sf::RenderWindow* app);
void moveTo(float newX, float newY);
virtual void calculateBB();
void move(int direction);
void fire(int direction);
bool canFire();
bool isMoving();
bool isEquiped(int eq);
void setEntering();
bool canMove();
virtual void dying();
virtual bool hurt(int damages); // return true if hurted
bool isDead();
float getPercentFireDelay();
- void acquireItem(ItemEntity::enumItemType type);
- void loseItem(ItemEntity::enumItemType itemType, bool isEquip);
- void acquireStance(ItemEntity::enumItemType type);
+ void acquireItem(enumItemType type);
+ void loseItem(enumItemType itemType, bool isEquip);
+ void acquireStance(enumItemType type);
void useBossKey();
int getGold() {return gold; }
void pay(int price);
int getColliding();
enum playerStatusEnum
{
playerStatusPlaying,
playerStatusEntering,
playerStatusAcquire,
playerStatusUnlocking,
playerStatusDead
};
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 hp;
//int hpMax;
int fireDamages;
float fireVelocity;
float fireDelay;
float currentFireDelay;
float boltLifeTime;
int gold;
// float hurtingDelay;
// float currentHurtingDelay;
bool canFirePlayer;
//float playerSpeed;
playerStatusEnum playerStatus;
float acquireDelay;
- ItemEntity::enumItemType acquiredItem;
+ enumItemType acquiredItem;
bool equip[NUMBER_EQUIP_ITEMS];
int colliding;
FairyEntity* fairy;
};
#endif // PLAYERSPRITE_H
diff --git a/src/WitchBlastGame.cpp b/src/WitchBlastGame.cpp
index 91fe00c..fb56f28 100644
--- a/src/WitchBlastGame.cpp
+++ b/src/WitchBlastGame.cpp
@@ -1,918 +1,918 @@
#include "WitchBlastGame.h"
#include "sfml_game/SpriteEntity.h"
#include "sfml_game/TileMapEntity.h"
#include "DungeonMap.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "sfml_game/EntityManager.h"
#include "Constants.h"
#include "RatEntity.h"
#include "GreenRatEntity.h"
#include "KingRatEntity.h"
#include "BatEntity.h"
#include "SlimeEntity.h"
#include "ChestEntity.h"
#include "EvilFlowerEntity.h"
#include "ItemEntity.h"
#include "ArtefactDescriptionEntity.h"
#include "StaticTextEntity.h"
#include "PnjEntity.h"
#include "TextEntity.h"
#include <iostream>
#include <sstream>
WitchBlastGame::WitchBlastGame(): Game(SCREEN_WIDTH, SCREEN_HEIGHT)
{
app->setTitle(APP_NAME + " V" + APP_VERSION);
// loading resources
ImageManager::getImageManager()->addImage((char*)"media/sprite.png");
ImageManager::getImageManager()->addImage((char*)"media/bolt.png");
ImageManager::getImageManager()->addImage((char*)"media/tiles.png");
ImageManager::getImageManager()->addImage((char*)"media/rat.png");
ImageManager::getImageManager()->addImage((char*)"media/minimap.png");
ImageManager::getImageManager()->addImage((char*)"media/doors.png");
ImageManager::getImageManager()->addImage((char*)"media/items.png");
ImageManager::getImageManager()->addImage((char*)"media/items_equip.png");
ImageManager::getImageManager()->addImage((char*)"media/chest.png");
ImageManager::getImageManager()->addImage((char*)"media/bat.png");
ImageManager::getImageManager()->addImage((char*)"media/evil_flower.png");
ImageManager::getImageManager()->addImage((char*)"media/slime.png");
ImageManager::getImageManager()->addImage((char*)"media/king_rat.png");
ImageManager::getImageManager()->addImage((char*)"media/blood.png");
ImageManager::getImageManager()->addImage((char*)"media/corpses.png");
ImageManager::getImageManager()->addImage((char*)"media/corpses_big.png");
ImageManager::getImageManager()->addImage((char*)"media/star.png");
ImageManager::getImageManager()->addImage((char*)"media/star2.png");
ImageManager::getImageManager()->addImage((char*)"media/interface.png");
ImageManager::getImageManager()->addImage((char*)"media/pnj.png");
ImageManager::getImageManager()->addImage((char*)"media/fairy.png");
SoundManager::getSoundManager()->addSound((char*)"media/sound/step.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/blast00.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/blast01.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/door_closing.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/door_opening.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/chest_opening.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/impact.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/bonus.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/drink.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/player_hit.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/player_die.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/ennemy_dying.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/coin.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/pay.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/wall_impact.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/big_wall_impact.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/king_rat_cry_1.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/king_rat_cry_2.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/king_rat_die.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/slime_jump.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/slime_impact.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/slime_impact_weak.ogg");
if (font.loadFromFile("media/DejaVuSans-Bold.ttf"))
{
myText.setFont(font);
}
miniMap = NULL;
currentMap = NULL;
currentFloor = NULL;
specialState = SpecialStateNone;
}
WitchBlastGame::~WitchBlastGame()
{
//dtor
}
void WitchBlastGame::onUpdate()
{
float delta = getAbsolutTime() - lastTime;
lastTime = getAbsolutTime();
EntityManager::getEntityManager()->animate(delta);
if (specialState != SpecialStateNone)
{
timer -= delta;
if (timer <= 0.0f)
{
if (specialState == SpecialStateFadeOut)
startNewGame();
else
specialState = SpecialStateNone;
}
}
if (isPlayerAlive)
{
if (player->getHp() <= 0)
{
isPlayerAlive = false;
playMusic(MusicEnding);
}
}
}
void WitchBlastGame::startNewGame()
{
// cleaning all entities
EntityManager::getEntityManager()->clean();
// cleaning data
if (miniMap != NULL) delete (miniMap);
if (currentFloor != NULL) delete (currentFloor);
gameState = gameStateInit;
currentFloor = new GameFloor(1);
floorX = FLOOR_WIDTH / 2;
floorY = FLOOR_HEIGHT / 2;
miniMap = new GameMap(FLOOR_WIDTH, FLOOR_HEIGHT);
refreshMinimap();
// the interface
SpriteEntity* interface = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_INTERFACE));
interface->setZ(10000.0f);
interface->removeCenter();
interface->setType(0);
// key symbol on the interface
keySprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_ITEMS_EQUIP));
keySprite.setTextureRect(sf::IntRect(ITEM_WIDTH * EQUIP_BOSS_KEY, 0, ITEM_WIDTH, ITEM_HEIGHT));
keySprite.setPosition(326, 616);
// minimap on the interface
TileMapEntity* miniMapEntity = new TileMapEntity(ImageManager::getImageManager()->getImage(4), miniMap, 16, 12, 10);
miniMapEntity->setX(400);
miniMapEntity->setY(607);
miniMapEntity->setZ(10001.0f);
// current map (tiles)
currentTileMap = new TileMapEntity(ImageManager::getImageManager()->getImage(IMAGE_TILES), currentMap, 64, 64, 10);
currentTileMap->setX(OFFSET_X);
currentTileMap->setY(OFFSET_Y);
// doors
doorEntity[0] = new DoorEntity(8);
doorEntity[1] = new DoorEntity(4);
doorEntity[2] = new DoorEntity(2);
doorEntity[3] = new DoorEntity(6);
// the player
player = new PlayerEntity(ImageManager::getImageManager()->getImage(0),
OFFSET_X + (TILE_WIDTH * MAP_WIDTH * 0.5f),
OFFSET_Y + (TILE_HEIGHT * MAP_HEIGHT * 0.5f));
player->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
player->setParent(this);
isPlayerAlive = true;
// generate the map
refreshMap();
// first map is open
roomClosed = false;
// and the boss room is closed
bossRoomOpened = false;
// game time counter an state
lastTime = getAbsolutTime();
gameState = gameStatePlaying;
playMusic(MusicDonjon);
// fade in
specialState = SpecialStateFadeIn;
timer = FADE_IN_DELAY;
float x0 = OFFSET_X + MAP_WIDTH * 0.5f * TILE_WIDTH; // - TILE_WIDTH * 0.5f;
float y0 = OFFSET_Y + MAP_HEIGHT * 0.5f * TILE_HEIGHT + 40.0f; // - TILE_HEIGHT * 0.5f;
TextEntity* text = new TextEntity("Level 1", 30, x0, y0);
text->setAlignment(ALIGN_CENTER);
text->setLifetime(2.5f);
text->setWeight(-36.0f);
text->setZ(1000);
text->setColor(TextEntity::COLOR_FADING_WHITE);
}
void WitchBlastGame::startGame()
{
startNewGame();
// Start game loop
while (app->isOpen())
{
// Process events
sf::Event event;
while (app->pollEvent(event))
{
// Close window : exit
if (event.type == sf::Event::Closed)
app->close();
}
if (player->canMove()) player->setVelocity(Vector2D(0.0f, 0.0f));
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q) || sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z) || sf::Keyboard::isKeyPressed(sf::Keyboard::W))
player->move(7);
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
player->move(1);
else
player->move(4);
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z) || sf::Keyboard::isKeyPressed(sf::Keyboard::W))
player->move(9);
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
player->move(3);
else
player->move(6);
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z) || sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
player->move(8);
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
player->move(2);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
player->fire(4);
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
player->fire(6);
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
player->fire(8);
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
player->fire(2);
if (player->isDead() && specialState == SpecialStateNone && sf::Keyboard::isKeyPressed(sf::Keyboard::Return))
{
specialState = SpecialStateFadeOut;
timer = FADE_OUT_DELAY;
}
onUpdate();
EntityManager::getEntityManager()->sortByZ();
onRender();
verifyDoorUnlocking();
if (roomClosed)
{
if (GetEnnemyCount() == 0)
{
currentMap->setCleared(true);
openDoors();
}
}
}
quitGame();
}
void WitchBlastGame::createFloor()
{
}
void WitchBlastGame::closeDoors()
{
if (!currentMap->isCleared())
{
int i;
for(i = 0; i < MAP_WIDTH; i++)
{
if (currentMap->getTile(i, 0) < 4) currentMap->setTile(i, 0, MAP_DOOR);
if (currentMap->getTile(i, MAP_HEIGHT - 1) < 4) currentMap->setTile(i, MAP_HEIGHT - 1, MAP_DOOR);
}
for(i = 0; i < MAP_HEIGHT; i++)
{
if (currentMap->getTile(0, i) < 4) currentMap->setTile(0, i, MAP_DOOR);
if (currentMap->getTile(MAP_WIDTH - 1, i) < 4) currentMap->setTile(MAP_WIDTH - 1, i, MAP_DOOR);
}
roomClosed = true;
}
}
void WitchBlastGame::openDoors()
{
int i, j;
for(i = 0; i < MAP_WIDTH; i++)
for(j = 0; j < MAP_WIDTH; j++)
if (currentMap->getTile(i, j) == MAP_DOOR) currentMap->setTile(i, j, 0);
roomClosed = false;
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
if (currentMap->hasNeighbourUp() == 2 && !bossRoomOpened)
currentMap->setTile(MAP_WIDTH/2, 0, MAP_DOOR);
else
doorEntity[0]->openDoor();
if (currentMap->hasNeighbourLeft() == 2 && !bossRoomOpened)
currentMap->setTile(0, MAP_HEIGHT / 2, MAP_DOOR);
else
doorEntity[1]->openDoor();
if (currentMap->hasNeighbourDown() == 2 && !bossRoomOpened)
currentMap->setTile(MAP_WIDTH / 2, MAP_HEIGHT - 1, MAP_DOOR);
else
doorEntity[2]->openDoor();
if (currentMap->hasNeighbourRight() == 2 && !bossRoomOpened)
currentMap->setTile(MAP_WIDTH - 1, MAP_HEIGHT / 2, MAP_DOOR);
else
doorEntity[3]->openDoor();
}
int WitchBlastGame::GetEnnemyCount()
{
int n=0;
EntityManager::EntityList* entityList =EntityManager::getEntityManager()->getList();
EntityManager::EntityList::iterator it;
for (it = entityList->begin (); it != entityList->end ();)
{
GameEntity *e = *it;
it++;
if (e->getType() >= 20)
{
n++;
} // endif
} // end for
return n;
}
void WitchBlastGame::refreshMap()
{
// clean the sprites from old map
EntityManager::getEntityManager()->partialClean(10);
// if new map, it has to be randomized
bool generateMap = !(currentFloor->getMap(floorX, floorY)->isVisited());
currentMap = currentFloor->getAndVisitMap(floorX, floorY);
// load the map
currentTileMap->setMap(currentMap);
player->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
refreshMinimap();
if(generateMap)
this->generateMap();
else
{
if (currentMap->getRoomType() == roomTypeMerchant)
new PnjEntity(OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2 - 2) * TILE_HEIGHT,
0);
}
// for testing purpose (new stuff)
if (player->getAge() <2.0f)
{
/*ItemEntity* book = new ItemEntity(ItemEntity::itemHealth, player->getX(), player->getY()- 180);
book->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
book->setMerchandise(true);*/
int bonusType = getRandomEquipItem(true);
- ItemEntity* boots = new ItemEntity((ItemEntity::enumItemType)(ItemEntity::itemMagicianHat + bonusType), player->getX(), player->getY()+ 180);
+ ItemEntity* boots = new ItemEntity((enumItemType)(itemMagicianHat + bonusType), player->getX(), player->getY()+ 180);
boots->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
//ChestEntity* chest = new ChestEntity(player->getX() + 100, player->getY()+ 150, CHEST_FAIRY, false);
//chest->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
}
// check doors
doorEntity[0]->setVisible(currentMap->hasNeighbourUp() > 0);
if (currentMap->hasNeighbourUp() == 1) doorEntity[0]->setDoorType(0);
if (currentMap->hasNeighbourUp() == 2 || currentMap->getRoomType()==roomTypeBoss) doorEntity[0]->setDoorType(1);
if (currentMap->hasNeighbourUp() == 2 && !bossRoomOpened)
{
doorEntity[0]->setOpen(false);
currentMap->setTile(MAP_WIDTH/2, 0, MAP_DOOR);
}
else
doorEntity[0]->setOpen(true);
doorEntity[3]->setVisible(currentMap->hasNeighbourRight() > 0);
if (currentMap->hasNeighbourRight() == 1) doorEntity[3]->setDoorType(0);
if (currentMap->hasNeighbourRight() == 2 || currentMap->getRoomType()==roomTypeBoss) doorEntity[3]->setDoorType(1);
if (currentMap->hasNeighbourRight() == 2 && !bossRoomOpened)
{
doorEntity[3]->setOpen(false);
currentMap->setTile(MAP_WIDTH - 1, MAP_HEIGHT / 2, MAP_DOOR);
}
else
doorEntity[3]->setOpen(true);
doorEntity[2]->setVisible(currentMap->hasNeighbourDown() > 0);
if (currentMap->hasNeighbourDown() == 1) doorEntity[2]->setDoorType(0);
if (currentMap->hasNeighbourDown() == 2 || currentMap->getRoomType()==roomTypeBoss) doorEntity[2]->setDoorType(1);
if (currentMap->hasNeighbourDown() == 2 && !bossRoomOpened)
{
doorEntity[2]->setOpen(false);
currentMap->setTile(MAP_WIDTH/2, MAP_HEIGHT - 1, MAP_DOOR);
}
else
doorEntity[2]->setOpen(true);
doorEntity[1]->setVisible(currentMap->hasNeighbourLeft() > 0);
if (currentMap->hasNeighbourLeft() == 1) doorEntity[1]->setDoorType(0);
if (currentMap->hasNeighbourLeft() == 2 || currentMap->getRoomType()==roomTypeBoss) doorEntity[1]->setDoorType(1);
if (currentMap->hasNeighbourLeft() == 2 && !bossRoomOpened)
{
doorEntity[1]->setOpen(false);
currentMap->setTile(0, MAP_HEIGHT / 2, MAP_DOOR);
}
else
doorEntity[1]->setOpen(true);
}
void WitchBlastGame::refreshMinimap()
{
for (int j=0; j < FLOOR_HEIGHT; j++)
for (int i=0; i < FLOOR_WIDTH; i++)
{
int n = currentFloor->getRoom(i, j);
if (n > 0 && currentFloor->getMap(i, j)->isVisited())
miniMap->setTile(i, j, currentFloor->getRoom(i, j));
else if (n > 0 && currentFloor->getMap(i, j)->isKnown())
miniMap->setTile(i, j, 9);
else
miniMap->setTile(i, j, 0);
}
miniMap->setTile(floorX, floorY, 8);
}
void WitchBlastGame::checkEntering()
{
if (!currentMap->isCleared())
{
player->setEntering();
SoundManager::getSoundManager()->playSound(SOUND_DOOR_CLOSING);
for (int i=0; i<4; i++)
doorEntity[i]->closeDoor();
}
}
void WitchBlastGame::saveMapItems()
{
EntityManager::EntityList* entityList =EntityManager::getEntityManager()->getList();
EntityManager::EntityList::iterator it;
for (it = entityList->begin (); it != entityList->end ();)
{
GameEntity* e = *it;
it++;
ItemEntity* itemEntity = dynamic_cast<ItemEntity*>(e);
ChestEntity* chestEntity = dynamic_cast<ChestEntity*>(e);
if (itemEntity != NULL)
{
currentMap->addItem(itemEntity->getItemType(), itemEntity->getX(), itemEntity->getY(), itemEntity->getMerchandise());
} // endif
else if (chestEntity != NULL)
{
currentMap->addChest(chestEntity->getChestType(), chestEntity->getOpened(), chestEntity->getX(), chestEntity->getY());
} // endif
else
{
SpriteEntity* spriteEntity = dynamic_cast<SpriteEntity*>(e);
if (spriteEntity != NULL && (e->getType() == ENTITY_BLOOD || e->getType() == ENTITY_CORPSE ) )
{
int spriteFrame = spriteEntity->getFrame();
if (spriteEntity->getWidth() == 128) spriteFrame += FRAME_CORPSE_KING_RAT;
currentMap->addSprite(e->getType(), spriteFrame, e->getX(), e->getY(), spriteEntity->getScaleX());
}
}
} // end for
}
void WitchBlastGame::moveToOtherMap(int direction)
{
saveMapItems();
switch (direction)
{
case (4): floorX--; player->moveTo((OFFSET_X + MAP_WIDTH * TILE_WIDTH), player->getY()); player->move(4); break;
case (6): floorX++; player->moveTo(OFFSET_X, player->getY()); player->move(6); break;
case (8): floorY--; player->moveTo(player->getX(), OFFSET_Y + MAP_HEIGHT * TILE_HEIGHT - 10); player->move(8); break;
case (2): floorY++; player->moveTo(player->getX(), OFFSET_Y); break;
}
refreshMap();
checkEntering();
currentMap->restoreMapObjects();
}
void WitchBlastGame::onRender()
{
// clear the view
app->clear(sf::Color(32, 32, 32));
// render the game objects
EntityManager::getEntityManager()->render(app);
myText.setColor(sf::Color(255, 255, 255, 255));
myText.setCharacterSize(17);
myText.setString("WASD or ZQSD to move\nArrows to shoot");
myText.setPosition(650, 650);
app->draw(myText);
myText.setCharacterSize(18);
std::ostringstream oss;
oss << player->getGold();
myText.setString(oss.str());
myText.setPosition(690, 612);
app->draw(myText);
myText.setColor(sf::Color(0, 0, 0, 255));
myText.setCharacterSize(16);
myText.setString("Level 1");
myText.setPosition(410, 692);
app->draw(myText);
sf::RectangleShape rectangle(sf::Vector2f(200, 25));
// life
if (gameState == gameStatePlaying)
{
// life and mana
rectangle.setFillColor(sf::Color(190, 20, 20));
rectangle.setPosition(sf::Vector2f(90, 622));
rectangle.setSize(sf::Vector2f(200.0f * (float)(player->getHpDisplay()) / (float)(player->getHpMax()) , 25));
app->draw(rectangle);
rectangle.setFillColor(sf::Color(255, 190, 190));
rectangle.setPosition(sf::Vector2f(90, 625));
rectangle.setSize(sf::Vector2f(200.0f * (float)(player->getHpDisplay()) / (float)(player->getHpMax()) , 2));
app->draw(rectangle);
rectangle.setFillColor(sf::Color(20, 20, 190));
rectangle.setPosition(sf::Vector2f(90, 658));
rectangle.setSize(sf::Vector2f(200.0f * player->getPercentFireDelay() , 25));
app->draw(rectangle);
rectangle.setFillColor(sf::Color(190, 190, 255));
rectangle.setPosition(sf::Vector2f(90, 661));
rectangle.setSize(sf::Vector2f(200.0f * player->getPercentFireDelay() , 2));
app->draw(rectangle);
// drawing the key on the interface
if (player->isEquiped(EQUIP_BOSS_KEY)) app->draw(keySprite);
if (player->isDead())
{
float x0 = OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2;
int fade = 255 * (1.0f + cos(2.0f * getAbsolutTime())) * 0.5f;
myText.setColor(sf::Color(255, 255, 255, 255));
myText.setCharacterSize(25);
myText.setString("GAME OVER");
myText.setPosition(x0 - myText.getLocalBounds().width / 2, 400);
app->draw(myText);
myText.setColor(sf::Color(255, 255, 255, fade));
myText.setCharacterSize(20);
myText.setString("Press [ENTER] to play again !");
myText.setPosition(x0 - myText.getLocalBounds().width / 2, 440);
app->draw(myText);
}
else if (currentMap->getRoomType() == roomTypeExit)
{
float x0 = OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2;
myText.setColor(sf::Color(255, 255, 255, 255));
myText.setCharacterSize(25);
myText.setString("CONGRATULATIONS !\nYou've challenged this demo and\nmanaged to kill the boss !\nSee you soon for new adventures !");
myText.setPosition(x0 - myText.getLocalBounds().width / 2, 220);
app->draw(myText);
}
if (specialState == SpecialStateFadeIn)
{
// fade in
rectangle.setFillColor(sf::Color(0, 0, 0, 255 - ((FADE_IN_DELAY - timer) / FADE_IN_DELAY) * 255));
rectangle.setPosition(sf::Vector2f(OFFSET_X, OFFSET_Y));
rectangle.setSize(sf::Vector2f(MAP_WIDTH * TILE_WIDTH , MAP_HEIGHT * TILE_HEIGHT));
app->draw(rectangle);
}
else if (specialState == SpecialStateFadeOut)
{
// fade out
rectangle.setFillColor(sf::Color(0, 0, 0, ((FADE_IN_DELAY - timer) / FADE_IN_DELAY) * 255));
rectangle.setPosition(sf::Vector2f(OFFSET_X, OFFSET_Y));
rectangle.setSize(sf::Vector2f(MAP_WIDTH * TILE_WIDTH , MAP_HEIGHT * TILE_HEIGHT));
app->draw(rectangle);
}
}
app->display();
}
void WitchBlastGame::generateBlood(float x, float y, BaseCreatureEntity::enumBloodColor bloodColor)
{
SpriteEntity* blood = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_BLOOD), x, y, 16, 16, 6);
//deadRat->setZ(y + height);
blood->setZ(OFFSET_Y - 1);
int b0 = 0;
if (bloodColor == BaseCreatureEntity::bloodGreen) b0 += 6;
blood->setFrame(b0 + rand()%6);
blood->setType(ENTITY_BLOOD);
blood->setVelocity(Vector2D(rand()%250));
blood->setViscosity(0.95f);
float bloodScale = 1.0f + (rand() % 10) * 0.1f;
blood->setScale(bloodScale, bloodScale);
}
-void WitchBlastGame::showArtefactDescription(ItemEntity::enumItemType itemType)
+void WitchBlastGame::showArtefactDescription(enumItemType itemType)
{
new ArtefactDescriptionEntity(itemType, this); //, &font);
}
void WitchBlastGame::generateMap()
{
if (currentMap->getRoomType() == roomTypeStandard)
generateStandardMap();
else if (currentMap->getRoomType() == roomTypeBonus)
{
currentMap->setCleared(true);
Vector2D v = currentMap->generateBonusRoom();
int bonusType = getRandomEquipItem(false);
if (bonusType == EQUIP_FAIRY)
{
ChestEntity* chest = new ChestEntity(v.x, v.y, CHEST_FAIRY, false);
chest->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
}
else
{
ItemEntity* newItem
- = new ItemEntity( (ItemEntity::enumItemType)(ItemEntity::itemMagicianHat + bonusType), v.x ,v.y);
+ = new ItemEntity( (enumItemType)(itemMagicianHat + bonusType), v.x ,v.y);
newItem->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
}
}
else if (currentMap->getRoomType() == roomTypeKey)
{
Vector2D v = currentMap->generateKeyRoom();
ItemEntity* newItem
- = new ItemEntity( (ItemEntity::enumItemType)(ItemEntity::itemBossKey), v.x ,v.y);
+ = new ItemEntity( (enumItemType)(itemBossKey), v.x ,v.y);
newItem->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
initMonsterArray();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
monsterArray[x0][y0] = true;
findPlaceMonsters(MONSTER_RAT, 5);
findPlaceMonsters(MONSTER_BAT, 5);
}
else if (currentMap->getRoomType() == roomTypeMerchant)
{
currentMap->generateMerchantRoom();
ItemEntity* item1 = new ItemEntity(
- ItemEntity::itemHealth,
+ itemHealth,
OFFSET_X + (MAP_WIDTH / 2 - 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2) * TILE_HEIGHT);
item1->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
item1->setMerchandise(true);
int bonusType = getRandomEquipItem(true);
ItemEntity* item2 = new ItemEntity(
- (ItemEntity::enumItemType)(ItemEntity::itemMagicianHat + bonusType),
+ (enumItemType)(itemMagicianHat + bonusType),
OFFSET_X + (MAP_WIDTH / 2 + 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2) * TILE_HEIGHT);
item2->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
item2->setMerchandise(true);
new PnjEntity(OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2 - 2) * TILE_HEIGHT,
0);
currentMap->setCleared(true);
}
else if (currentMap->getRoomType() == roomTypeBoss)
{
currentMap->generateRoom(0);
boss = new KingRatEntity(OFFSET_X + (MAP_WIDTH / 2 - 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2 - 2) * TILE_HEIGHT + TILE_HEIGHT / 2,
currentMap, player);
}
else if (currentMap->getRoomType() == roomTypeStarting)
{
currentMap->generateRoom(0);
currentMap->setCleared(true);
}
else if (currentMap->getRoomType() == roomTypeExit)
{
currentMap->generateRoom(0);
currentMap->setCleared(true);
}
else
currentMap->randomize(currentMap->getRoomType());
}
void WitchBlastGame::initMonsterArray()
{
for (int i = 0; i < MAP_WIDTH; i++)
for (int j = 0; j < MAP_HEIGHT; j++)
monsterArray[i][j] = false;
}
void WitchBlastGame::addMonster(monster_type_enum monsterType, float xm, float ym)
{
switch (monsterType)
{
case MONSTER_RAT: new RatEntity(xm, ym - 2, currentMap); break;
case MONSTER_BAT: new BatEntity(xm, ym, currentMap); break;
case MONSTER_EVIL_FLOWER: new EvilFlowerEntity(xm, ym, currentMap, player); break;
case MONSTER_SLIME: new SlimeEntity(xm, ym, currentMap, player); break;
case MONSTER_KING_RAT: new KingRatEntity(xm, ym, currentMap, player); break;
}
}
void WitchBlastGame::findPlaceMonsters(monster_type_enum monsterType, int amount)
{
// find a suitable place
bool isMonsterFlying = monsterType == MONSTER_BAT;
bool bOk;
int xm, ym;
float xMonster, yMonster;
for (int index = 0; index < amount; index++)
{
bOk = false;
while (!bOk)
{
bOk = true;
xm = 1 +rand() % (MAP_WIDTH - 3);
ym = 1 +rand() % (MAP_HEIGHT - 3);
if (monsterArray[xm][ym])
{
bOk = false;
}
if (bOk && !isMonsterFlying && !currentMap->isWalkable(xm, ym))
{
bOk = false;
}
if (bOk)
{
xMonster = OFFSET_X + xm * TILE_WIDTH + TILE_WIDTH * 0.5f;
yMonster = OFFSET_Y + ym * TILE_HEIGHT+ TILE_HEIGHT * 0.5f;
float dist2 = (xMonster - player->getX())*(xMonster - player->getX()) + (yMonster - player->getY())*(yMonster - player->getY());
if ( dist2 < 75000.0f)
{
bOk = false;
}
else
{
addMonster(monsterType, xMonster, yMonster);
monsterArray[xm][ym] = true;
}
}
}
}
}
void WitchBlastGame::generateStandardMap()
{
initMonsterArray();
int random = rand() % 100;
if (random < 16)
{
currentMap->generateRoom(rand()%3);
findPlaceMonsters(MONSTER_RAT,4);
}
else if (random < 32)
{
currentMap->generateRoom(rand()%4);
findPlaceMonsters(MONSTER_BAT,4);
}
else if (random < 48)
{
currentMap->generateRoom(rand()%4);
findPlaceMonsters(MONSTER_EVIL_FLOWER,4);
}
else if (random < 64)
{
Vector2D v = currentMap->generateBonusRoom();
ChestEntity* chest = new ChestEntity(v.x, v.y, CHEST_BASIC, false);
chest->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
currentMap->setCleared(true);
}
else if (random < 80)
{
currentMap->generateRoom(rand()%3);
findPlaceMonsters(MONSTER_RAT,3);
findPlaceMonsters(MONSTER_BAT,3);
}
else
{
currentMap->generateRoom(rand()%3);
findPlaceMonsters(MONSTER_SLIME,8 + rand() % 5);
}
}
int WitchBlastGame::getRandomEquipItem(bool toSale = false)
{
std::vector<int> bonusSet;
int setSize = 0;
for (int i = 0; i < NUMBER_EQUIP_ITEMS; i++)
{
if (!player->isEquiped(i) && i != EQUIP_BOSS_KEY)
{
if (!toSale || i!= EQUIP_FAIRY)
{
bonusSet.push_back(i);
setSize++;
}
}
}
int bonusType = 0;
if (setSize > 0) bonusType = bonusSet[rand() % setSize];
return bonusType;
}
void WitchBlastGame::verifyDoorUnlocking()
{
int colliding = (player->getColliding());
if (colliding > 0 && currentMap->isCleared() && !bossRoomOpened && player->isEquiped(EQUIP_BOSS_KEY))
{
int xt = (player->getX() - OFFSET_X) / TILE_WIDTH;
int yt = (player->getY() - OFFSET_Y) / TILE_HEIGHT;
if (yt <= 1 && xt >= MAP_WIDTH / 2 - 1 && xt <= MAP_WIDTH / 2 + 1 && currentMap->hasNeighbourUp() == 2)
{
doorEntity[0]->openDoor();
currentMap->setTile(MAP_WIDTH / 2, 0, 0);
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
player->useBossKey();
bossRoomOpened = true;
}
if (yt >= MAP_HEIGHT - 2 && xt >= MAP_WIDTH / 2 - 1 &&xt <= MAP_WIDTH / 2 + 1 && currentMap->hasNeighbourDown() == 2)
{
doorEntity[2]->openDoor();
currentMap->setTile(MAP_WIDTH / 2, MAP_HEIGHT - 1, 0);
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
player->useBossKey();
bossRoomOpened = true;
}
if (xt <= 1 && yt >= MAP_HEIGHT / 2 - 1 && yt <= MAP_HEIGHT / 2 + 1 && currentMap->hasNeighbourLeft() == 2)
{
doorEntity[1]->openDoor();
currentMap->setTile(0, MAP_HEIGHT / 2, 0);
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
player->useBossKey();
bossRoomOpened = true;
}
if (xt >= MAP_WIDTH - 2 && yt >= MAP_HEIGHT / 2 - 1 && yt <= MAP_HEIGHT / 2 + 1 && currentMap->hasNeighbourRight() == 2)
{
doorEntity[3]->openDoor();
currentMap->setTile(MAP_WIDTH - 1, MAP_HEIGHT / 2, 0);
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
player->useBossKey();
bossRoomOpened = true;
}
}
}
void WitchBlastGame::playMusic(musicEnum musicChoice)
{
music.stop();
music.setLoop(true);
bool ok = false;
switch (musicChoice)
{
case MusicDonjon:
ok = music.openFromFile("media/sound/track00.ogg");
music.setVolume(75);
break;
case MusicEnding:
ok = music.openFromFile("media/sound/track_ending.ogg");
music.setVolume(35);
break;
}
if (ok)
music.play();
}
diff --git a/src/WitchBlastGame.h b/src/WitchBlastGame.h
index 2b51352..cf7650b 100644
--- a/src/WitchBlastGame.h
+++ b/src/WitchBlastGame.h
@@ -1,94 +1,94 @@
#ifndef MAGICGAME_H
#define MAGICGAME_H
#include "sfml_game/Game.h"
#include "sfml_game/TileMapEntity.h"
#include "PlayerEntity.h"
#include "EnnemyEntity.h"
#include "DoorEntity.h"
#include "GameFloor.h"
class WitchBlastGame : public Game
{
public:
WitchBlastGame();
virtual ~WitchBlastGame();
virtual void startGame();
void moveToOtherMap(int direction);
void closeDoors();
void openDoors();
int GetEnnemyCount();
void generateBlood(float x, float y, BaseCreatureEntity::enumBloodColor bloodColor);
- void showArtefactDescription(ItemEntity::enumItemType itemType);
+ void showArtefactDescription(enumItemType itemType);
void write(std::string test_str, int size, float x, float y);
protected:
virtual void onRender();
virtual void onUpdate();
private:
bool isFiring;
PlayerEntity* player;
EnnemyEntity* boss;
// the doors graphics
DoorEntity* doorEntity[4];
GameMap* miniMap;
DungeonMap* currentMap;
GameFloor* currentFloor;
sf::Font font;
sf::Text myText;
sf::Sprite keySprite;
sf::Music music;
TileMapEntity* currentTileMap;
int floorX, floorY;
enum musicEnum
{
MusicDonjon,
MusicEnding
};
enum specialStateEnum
{
SpecialStateNone,
SpecialStateFadeIn,
SpecialStateFadeOut
};
specialStateEnum specialState;
float timer;
void startNewGame();
void createFloor();
void refreshMap();
void refreshMinimap();
void generateMap();
void generateStandardMap();
void checkEntering();
void saveMapItems();
void initMonsterArray();
void addMonster(monster_type_enum monsterType, float xm, float ym);
void findPlaceMonsters(monster_type_enum monsterType, int amount);
int getRandomEquipItem(bool toSale);
void verifyDoorUnlocking();
void playMusic(musicEnum musicChoice);
bool roomClosed;
bool bossRoomOpened;
enum gameStateEnum { gameStateInit, gameStatePlaying};
gameStateEnum gameState;
// use to remember if a case has a monster in monster spawn
bool monsterArray[MAP_WIDTH][MAP_HEIGHT];
bool isPlayerAlive;
};
#endif // MAGICGAME_H

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