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ZombieEntity.cpp
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ZombieEntity.cpp
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#include
"ZombieEntity.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"
ZombieEntity
::
ZombieEntity
(
float
x
,
float
y
,
bool
invocated
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_ZOMBIE
),
x
,
y
)
{
imagesProLine
=
11
;
this
->
invocated
=
invocated
;
frame
=
1
;
dyingFrame
=
10
;
bloodColor
=
BloodRed
;
shadowFrame
=
9
;
deathFrame
=
FRAME_CORPSE_ZOMBIE
;
if
(
invocated
)
enemyType
=
EnemyTypeZombie_invocated
;
else
enemyType
=
EnemyTypeZombie
;
hp
=
ZOMBIE_HP
;
creatureSpeed
=
ZOMBIE_SPEED
;
direction
=
rand
()
%
4
;
facingDirection
=
direction
;
nextFacingDirection
=
direction
;
clockTurn
=
rand
()
%
2
==
0
;
compute
(
false
);
timer
=
5
+
rand
()
%
6
;
attackTimer
=
0.9f
;
meleeDamages
=
ZOMBIE_DAMAGE
;
agonizingSound
=
SOUND_ZOMBIE_DYING
;
height
=
80
;
sprite
.
setOrigin
(
32.0f
,
60.0f
);
resistance
[
ResistanceFrozen
]
=
ResistanceHigh
;
resistance
[
ResistanceRecoil
]
=
ResistanceHigh
;
resistance
[
ResistancePoison
]
=
ResistanceImmune
;
}
void
ZombieEntity
::
animate
(
float
delay
)
{
if
(
isAgonising
)
{
if
(
hpDisplay
>
hp
)
hpDisplay
--
;
if
(
h
<
-0.01f
)
{
isAgonising
=
false
;
isDying
=
true
;
game
().
addCorpse
(
x
,
y
,
deathFrame
);
if
(
dyingSound
!=
SOUND_NONE
)
SoundManager
::
getInstance
().
playSound
(
dyingSound
);
}
else
{
frame
=
dyingFrame
;
hVelocity
-=
700.0f
*
delay
;
h
+=
hVelocity
*
delay
;
}
return
;
}
else
if
(
age
>
0.0f
)
{
if
(
attackTimer
<=
0.0f
&&
attack
())
{
attackTimer
=
2.0f
;
giveRecoil
(
false
,
Vector2D
(
velocity
.
x
*
3.0f
,
velocity
.
y
*
3.0f
),
2.5f
);
}
else
{
timer
-=
delay
;
attackTimer
-=
delay
;
if
(
timer
<
0.0f
)
{
SoundManager
::
getInstance
().
playSound
(
SOUND_ZOMBIE_00
+
rand
()
%
2
);
timer
=
5
+
rand
()
%
6
;
if
(
rand
()
%
3
==
0
)
clockTurn
=
!
clockTurn
;
compute
(
true
);
}
}
checkNextFacing
(
delay
);
frame
=
((
int
)(
age
*
4.0f
))
%
4
;
if
(
frame
==
3
)
frame
=
1
;
if
(
facingDirection
==
4
||
facingDirection
==
6
)
frame
+=
3
;
isMirroring
=
(
facingDirection
==
4
);
if
(
facingDirection
==
8
)
frame
+=
6
;
}
EnemyEntity
::
animate
(
delay
);
z
=
y
+
17
;
}
bool
ZombieEntity
::
attack
()
{
Vector2D
playerPos
=
game
().
getPlayerPosition
();
bool
attacking
=
false
;
// left ?
if
(
playerPos
.
x
<
x
&&
playerPos
.
y
>
y
-
15
&&
playerPos
.
y
<
y
+
15
&&
canSee
(
playerPos
.
x
,
playerPos
.
y
))
{
direction
=
3
;
velocity
.
x
=
-
creatureSpeed
;
velocity
.
y
=
0
;
facingDirection
=
4
;
attacking
=
true
;
}
// right ?
else
if
(
playerPos
.
x
>
x
&&
playerPos
.
y
>
y
-
15
&&
playerPos
.
y
<
y
+
15
&&
canSee
(
playerPos
.
x
,
playerPos
.
y
))
{
direction
=
1
;
velocity
.
x
=
creatureSpeed
;
velocity
.
y
=
0
;
facingDirection
=
6
;
attacking
=
true
;
}
// down ?
else
if
(
playerPos
.
y
>
y
&&
playerPos
.
x
>
x
-
15
&&
playerPos
.
x
<
x
+
15
&&
canSee
(
playerPos
.
x
,
playerPos
.
y
))
{
direction
=
2
;
velocity
.
x
=
0
;
velocity
.
y
=
creatureSpeed
;
facingDirection
=
2
;
attacking
=
true
;
}
// up ?
else
if
(
playerPos
.
y
<
y
&&
playerPos
.
x
>
x
-
15
&&
playerPos
.
x
<
x
+
15
&&
canSee
(
playerPos
.
x
,
playerPos
.
y
))
{
direction
=
0
;
velocity
.
x
=
0
;
velocity
.
y
=
-
creatureSpeed
;
facingDirection
=
8
;
attacking
=
true
;
}
if
(
attacking
)
{
SoundManager
::
getInstance
().
playSound
(
SOUND_ZOMBIE_ATTACKING
);
facingTimer
=
0.2f
;
nextFacingDirection
=
facingDirection
;
}
return
attacking
;
}
void
ZombieEntity
::
compute
(
bool
turn
)
{
if
(
turn
)
{
if
(
clockTurn
)
{
direction
++
;
if
(
direction
==
4
)
direction
=
0
;
}
else
{
direction
--
;
if
(
direction
<
0
)
direction
=
3
;
}
}
switch
(
direction
)
{
case
0
:
velocity
.
x
=
0
;
velocity
.
y
=
-
creatureSpeed
;
nextFacingDirection
=
8
;
break
;
case
1
:
velocity
.
x
=
creatureSpeed
;
velocity
.
y
=
0
;
nextFacingDirection
=
6
;
break
;
case
2
:
velocity
.
x
=
0
;
velocity
.
y
=
creatureSpeed
;
nextFacingDirection
=
2
;
break
;
case
3
:
velocity
.
x
=
-
creatureSpeed
;
velocity
.
y
=
0
;
nextFacingDirection
=
4
;
break
;
}
}
void
ZombieEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
14
;
boundingBox
.
width
=
28
;
boundingBox
.
top
=
(
int
)
y
-
18
;
boundingBox
.
height
=
36
;
}
void
ZombieEntity
::
collideMapRight
()
{
if
(
recoil
.
active
)
{
if
(
recoil
.
stun
)
recoil
.
velocity
.
x
=
-
recoil
.
velocity
.
x
*
0.3f
;
else
(
recoil
.
active
=
false
);
}
else
compute
(
true
);
}
void
ZombieEntity
::
collideMapLeft
()
{
if
(
recoil
.
active
)
{
if
(
recoil
.
stun
)
recoil
.
velocity
.
x
=
-
recoil
.
velocity
.
x
*
0.3f
;
else
(
recoil
.
active
=
false
);
}
else
compute
(
true
);
}
void
ZombieEntity
::
collideMapTop
()
{
if
(
recoil
.
active
)
{
if
(
recoil
.
stun
)
recoil
.
velocity
.
y
=
-
recoil
.
velocity
.
y
*
0.3f
;
else
(
recoil
.
active
=
false
);
}
else
compute
(
true
);
}
void
ZombieEntity
::
collideMapBottom
()
{
if
(
recoil
.
active
)
{
if
(
recoil
.
stun
)
recoil
.
velocity
.
y
=
-
recoil
.
velocity
.
y
*
0.3f
;
else
(
recoil
.
active
=
false
);
}
else
compute
(
true
);
}
void
ZombieEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
if
(
entity
->
getMovingStyle
()
==
movWalking
)
{
Vector2D
recoilVector
=
Vector2D
(
entity
->
getX
(),
entity
->
getY
()).
vectorTo
(
Vector2D
(
x
,
y
),
50.0f
);
giveRecoil
(
false
,
recoilVector
,
0.2f
);
compute
(
true
);
}
}
void
ZombieEntity
::
drop
()
{
if
(
!
invocated
)
EnemyEntity
::
drop
();
}
bool
ZombieEntity
::
isAttacking
()
{
return
attackTimer
>
1.0f
;
}
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ZombieEntity.cpp (5 KB)
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