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FranckyEntity.h
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FranckyEntity.h
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#ifndef FRANCKYENTITY_H
#define FRANCKYENTITY_H
#include
"EnemyEntity.h"
#include
"PlayerEntity.h"
class
FranckyEntity
:
public
EnemyEntity
{
public
:
FranckyEntity
(
float
x
,
float
y
);
virtual
void
animate
(
float
delay
);
virtual
void
render
(
sf
::
RenderTarget
*
app
);
virtual
void
calculateBB
();
virtual
void
inflictsRecoilTo
(
BaseCreatureEntity
*
targetEntity
);
protected
:
virtual
void
collideMapRight
();
virtual
void
collideMapLeft
();
virtual
void
collideMapTop
();
virtual
void
collideMapBottom
();
virtual
void
collideWithEnemy
(
EnemyEntity
*
entity
)
override
;
virtual
void
dying
();
virtual
void
drop
();
private
:
float
timer
;
float
followTimer
;
int
state
;
int
counter
;
void
fire
();
};
///////////////////////////////////////////////////////////////////
class
FranckyEntityHand
:
public
EnemyEntity
{
public
:
FranckyEntityHand
(
float
x
,
float
y
);
virtual
void
animate
(
float
delay
);
virtual
void
calculateBB
();
protected
:
virtual
void
collideMapRight
();
virtual
void
collideMapLeft
();
virtual
void
collideMapTop
();
virtual
void
collideMapBottom
();
virtual
void
collideWithEnemy
(
EnemyEntity
*
entity
)
override
;
virtual
void
drop
();
};
///////////////////////////////////////////////////////////////////
class
FranckyEntityHead
:
public
EnemyEntity
{
public
:
FranckyEntityHead
(
float
x
,
float
y
);
virtual
void
animate
(
float
delay
);
virtual
void
render
(
sf
::
RenderTarget
*
app
);
virtual
void
calculateBB
();
protected
:
virtual
void
collideMapRight
();
virtual
void
collideMapLeft
();
virtual
void
collideMapTop
();
virtual
void
collideMapBottom
();
virtual
void
collideWithEnemy
(
EnemyEntity
*
entity
)
override
;
private
:
float
jumpingDelay
;
bool
isJumping
;
bool
isFirstJumping
;
void
fire
();
};
///////////////////////////////////////////////////////////////////
class
FranckyEntityFoot
:
public
EnemyEntity
{
public
:
FranckyEntityFoot
(
float
x
,
float
y
);
virtual
void
animate
(
float
delay
);
virtual
void
render
(
sf
::
RenderTarget
*
app
);
virtual
void
calculateBB
();
protected
:
virtual
void
collideMapRight
();
virtual
void
collideMapLeft
();
virtual
void
collideMapTop
();
virtual
void
collideMapBottom
();
virtual
void
collideWithEnemy
(
EnemyEntity
*
entity
)
override
;
private
:
float
jumpingDelay
;
bool
isJumping
;
bool
isFirstJumping
;
};
#endif
// FRANCKYENTITY_H
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