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diff --git a/src/CauldronEntity.cpp b/src/CauldronEntity.cpp
index faee3c3..da44d04 100644
--- a/src/CauldronEntity.cpp
+++ b/src/CauldronEntity.cpp
@@ -1,245 +1,245 @@
#include "CauldronEntity.h"
#include "SlimeEntity.h"
#include "ExplosionEntity.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"
CauldronEntity::CauldronEntity(float x, float y, cauldronTypeEnum cauldronType)
: EnemyEntity (ImageManager::getInstance().getImage(IMAGE_CAULDRON), x, y)
{
creatureSpeed = 0.0f;
velocity = Vector2D(0.0f, 0.0f);
hp = CAULDRON_HP;
hpMax = hp;
meleeDamages = 0;
this->cauldronType = cauldronType;
bloodColor = BloodNone;
invokeDelay = 2.5f;
bubbleDelay = 0.0f;
shadowFrame = 2;
sprite.setOrigin(32, 28);
imagesProLine = 2;
deathFrame = FRAME_CORPSE_CAULDRON;
dyingSound = SOUND_CAULDRON_DIE;
if (cauldronType == CauldronTypeElemental)
{
enemyType = EnemyTypeCauldronElemental;
colorChangeDelay = 4.0f + rand()% 40 * 0.1f;
colorState = rand() % 3;
}
else
{
enemyType = EnemyTypeCauldron;
}
enemyType = cauldronType == CauldronTypeStandard ? EnemyTypeCauldron : EnemyTypeCauldronElemental;
resistance[ResistanceRecoil] = ResistanceVeryHigh;
resistance[ResistancePoison] = ResistanceImmune;
canExplode = false;
}
void CauldronEntity::animate(float delay)
{
if (isAgonising)
{
agonizingDelay -= delay;
if (agonizingDelay <= 0.0f)
{
isDying = true;
game().addCorpse(x, y, deathFrame);
}
}
else
{
SoundManager::getInstance().playSound(SOUND_CAULDRON, false);
invokeDelay -= delay;
if (invokeDelay < 0.0f)
{
if (cauldronType == CauldronTypeElemental)
{
- slimeTypeEnum slimeType;
+ slimeTypeEnum slimeType = SlimeTypeStandard;
switch (colorState)
{
case 0: slimeType = SlimeTypeBlue; break;
case 1: slimeType = SlimeTypeRed; break;
case 2: slimeType = SlimeTypeStandard; break;
}
new SlimeEntity(x, y, slimeType, true);
invokeDelay = 2.75f + (float)(rand() % 3000) / 1000.0f;
}
else
{
new SlimeEntity(x, y, SlimeTypeViolet, true);
invokeDelay = 1.5f + (float)(rand() % 2500) / 1000.0f;
}
}
if (cauldronType == CauldronTypeElemental)
{
colorChangeDelay -= delay;
if (colorChangeDelay < 0.0f)
{
colorChangeDelay = 4.0f + rand()% 50 * 0.1f;
if (rand() % 2 == 0)
{
colorState++;
if (colorState > 2) colorState = 0;
}
else
{
colorState--;
if (colorState < 0) colorState = 2;
}
}
}
bubbleDelay -= delay;
if (bubbleDelay < 0.0f)
{
bubbleDelay = 0.3f;
int bubbleFrame = 32;
if (cauldronType == CauldronTypeElemental)
{
switch (colorState)
{
case 0: bubbleFrame = 33; break;
case 1: bubbleFrame = 34; break;
case 2: bubbleFrame = 35; break;
}
}
for (int i=0; i < 2; i++)
{
float xBub = x - 16 + rand() % 32;
SpriteEntity* bubble = new SpriteEntity(ImageManager::getInstance().getImage(IMAGE_CAULDRON), xBub, y - 20, 8, 8);
bubble->setZ(z);
bubble->setFrame(bubbleFrame);
bubble->setType(ENTITY_EFFECT);
bubble->setWeight(-20 - rand() % 40);
bubble->setLifetime(2.0f);
float bloodScale = 0.3f + (rand() % 20) * 0.1f;
bubble->setScale(bloodScale, bloodScale);
}
}
frame = hp > hpMax / 2 ? 0 : 1;
if (cauldronType == CauldronTypeElemental)
{
switch (colorState)
{
case 0: frame += 2; break;
case 1: frame += 4; break;
case 2: frame += 6; break;
}
}
EnemyEntity::animate(delay);
}
}
void CauldronEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
if (!isDying && !isAgonising && collideWithEntity(entity))
{
if (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())
{
inflictsRecoilTo(playerEntity);
}
else if (boltEntity != NULL && !boltEntity->getDying() && boltEntity->getAge() > 0.05f)
{
collideWithBolt(boltEntity);
}
}
else // collision with other enemy ?
{
if (entity->getType() >= ENTITY_ENEMY && entity->getType() <= ENTITY_ENEMY_MAX)
{
if (this != entity)
{
EnemyEntity* enemyEntity = static_cast<EnemyEntity*>(entity);
if (enemyEntity->canCollide()) collideWithEnemy(enemyEntity);
}
}
}
}
}
void CauldronEntity::calculateBB()
{
boundingBox.left = (int)x - 25;
boundingBox.width = 50;
boundingBox.top = (int)y - 10;
boundingBox.height = 42;
}
void CauldronEntity::collideMapRight()
{
velocity.x = -velocity.x;
if (recoil.active) recoil.velocity.x = -recoil.velocity.x;
}
void CauldronEntity::collideMapLeft()
{
velocity.x = -velocity.x;
if (recoil.active) recoil.velocity.x = -recoil.velocity.x;
}
void CauldronEntity::collideMapTop()
{
velocity.y = -velocity.y;
if (recoil.active) recoil.velocity.y = -recoil.velocity.y;
}
void CauldronEntity::collideMapBottom()
{
velocity.y = -velocity.y;
if (recoil.active) recoil.velocity.y = -recoil.velocity.y;
}
void CauldronEntity::collideWithEnemy(EnemyEntity* entity)
{
if (entity->getMovingStyle() != movFlying)
inflictsRecoilTo(entity);
}
void CauldronEntity::dying()
{
new ExplosionEntity(x, y, ExplosionTypeViolet, 0, EnemyTypeNone, true);
if (cauldronType == CauldronTypeElemental)
{
switch (colorState)
{
case 0: deathFrame = FRAME_CORPSE_CAULDRON_RED; break;
case 1: deathFrame = FRAME_CORPSE_CAULDRON_BLUE; break;
case 2: deathFrame = FRAME_CORPSE_CAULDRON_GREEN; break;
}
}
EnemyEntity::dying();
return;
}
void CauldronEntity::drop()
{
EnemyEntity::drop();
}
void CauldronEntity::inflictsRecoilTo(BaseCreatureEntity* targetEntity)
{
Vector2D recoilVector = Vector2D(x, y).vectorTo(Vector2D(targetEntity->getX(), targetEntity->getY()), 200.0f );
targetEntity->giveRecoil(false, recoilVector, 0.1f);
}
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