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FairyEntity.cpp
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FairyEntity.cpp
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#include
"FairyEntity.h"
#include
"BoltEntity.h"
#include
"Constants.h"
#include
"WitchBlastGame.h"
#include
"sfml_game/ImageManager.h"
#include
"sfml_game/SoundManager.h"
#include
"sfml_game/MyTools.h"
#include
<iostream>
float
const
fireDelayAdvancedMult
=
0.8f
;
FairyEntity
::
FairyEntity
(
float
x
,
float
y
,
enumFamiliar
fairyType
)
:
SpriteEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_FAIRY
),
x
,
y
,
48
,
72
)
{
this
->
x
=
x
;
this
->
y
=
y
;
this
->
setFrame
(
0
);
imagesProLine
=
6
;
this
->
parentEntity
=
game
().
getPlayer
();
type
=
ENTITY_FAMILIAR
;
this
->
fairyType
=
fairyType
;
fireDelay
=
-1.0f
;
facingDirection
=
2
;
teleportDelay
=
5.0f
+
0.1f
*
(
rand
()
%
35
);
fairyDamages
=
FAIRY_BOLT_DAMAGES
;
shotLevel
=
1
;
switch
(
fairyType
)
{
case
FamiliarFairyTarget
:
shotType
=
ShotTypeStandard
;
fairyFireDelay
=
TARGET_FAIRY_FIRE_DELAY
;
break
;
case
FamiliarFairy
:
shotType
=
ShotTypeStandard
;
fairyFireDelay
=
FAIRY_FIRE_DELAY
;
break
;
case
FamiliarFairyIce
:
shotType
=
ShotTypeIce
;
fairyFireDelay
=
ICE_FAIRY_FIRE_DELAY
;
break
;
case
FamiliarFairyFire
:
shotType
=
ShotTypeFire
;
fairyFireDelay
=
FAIRY_FIRE_DELAY
;
fairyDamages
=
FAIRY_FIRE_DAMAGES
;
break
;
case
FamiliarFairyPoison
:
shotType
=
ShotTypePoison
;
fairyFireDelay
=
ICE_FAIRY_FIRE_DELAY
;
break
;
case
FamiliarFairyStone
:
shotType
=
ShotTypeStone
;
fairyFireDelay
=
FAIRY_FIRE_DELAY
;
break
;
case
FamiliarNone
:
break
;
}
}
void
FairyEntity
::
animate
(
float
delay
)
{
z
=
y
+
height
;
if
(
game
().
getPlayer
()
->
isEquiped
(
EQUIP_FAIRY_POWDER
))
delay
*=
1.75f
;
if
(
fireDelay
>
0
)
fireDelay
-=
delay
;
float
dist2
=
(
x
-
parentEntity
->
getX
())
*
(
x
-
parentEntity
->
getX
())
+
(
y
-
parentEntity
->
getY
())
*
(
y
-
parentEntity
->
getY
());
float
creatureSpeed
=
FAIRY_SPEED
;
if
(
dist2
>
15000.0f
)
{
float
tan
=
(
parentEntity
->
getX
()
-
x
)
/
(
parentEntity
->
getY
()
-
y
);
float
angle
=
atan
(
tan
);
if
(
parentEntity
->
getY
()
>
y
)
setVelocity
(
Vector2D
(
sin
(
angle
)
*
creatureSpeed
,
cos
(
angle
)
*
creatureSpeed
));
else
setVelocity
(
Vector2D
(
-
sin
(
angle
)
*
creatureSpeed
,
-
cos
(
angle
)
*
creatureSpeed
));
viscosity
=
1.0f
;
}
else
if
(
dist2
<
50000.0f
)
{
viscosity
=
0.96f
;
}
if
(
velocity
.
x
<
50.0f
&&
velocity
.
x
>
-50.0f
&&
velocity
.
y
<
50.0f
&&
velocity
.
y
>
-50.0f
)
{
if
(
x
<
TILE_WIDTH
*
1.3
)
{
velocity
.
x
=
creatureSpeed
;
}
else
if
(
x
>
TILE_WIDTH
*
(
MAP_WIDTH
-
1
)
-
TILE_WIDTH
*
0.3
)
{
velocity
.
x
=
-
creatureSpeed
;
}
if
(
y
<
TILE_HEIGHT
*
1.3
)
{
velocity
.
y
=
creatureSpeed
;
}
else
if
(
y
>
TILE_HEIGHT
*
(
MAP_HEIGHT
-
1
)
-
TILE_HEIGHT
*
0.3
)
{
velocity
.
y
=
-
creatureSpeed
;
}
}
if
(
game
().
getPlayer
()
->
isEquiped
(
EQUIP_FAIRY_POWDER
))
{
teleportDelay
-=
delay
;
if
(
teleportDelay
<=
0.0f
)
{
teleportDelay
=
7.0f
+
0.2f
*
(
rand
()
%
35
);
SoundManager
::
getInstance
().
playSound
(
SOUND_TELEPORT
);
for
(
int
i
=
0
;
i
<
6
;
i
++
)
{
game
().
generateStar
(
sf
::
Color
(
50
,
50
,
255
,
255
),
x
,
y
);
game
().
generateStar
(
sf
::
Color
(
200
,
200
,
255
,
255
),
x
,
y
);
}
x
=
TILE_WIDTH
+
rand
()
%
(
TILE_WIDTH
*
(
MAP_WIDTH
-
2
));
y
=
TILE_HEIGHT
+
rand
()
%
(
TILE_HEIGHT
*
(
MAP_HEIGHT
-
2
));
for
(
int
i
=
0
;
i
<
6
;
i
++
)
{
game
().
generateStar
(
sf
::
Color
(
50
,
50
,
255
,
255
),
x
,
y
);
game
().
generateStar
(
sf
::
Color
(
200
,
200
,
255
,
255
),
x
,
y
);
}
if
(
rand
()
%
60
==
0
)
game
().
getPlayer
()
->
castTeleport
();
}
}
checkCollisions
();
if
(
fairyType
==
FamiliarFairyTarget
&&
!
game
().
getCurrentMap
()
->
isCleared
())
tryToFire
();
else
computeFacingDirection
();
isMirroring
=
false
;
if
(
velocity
.
x
*
velocity
.
x
+
velocity
.
y
*
velocity
.
y
>
400
)
frame
=
((
int
)(
age
*
24.0f
))
%
2
;
else
frame
=
((
int
)(
age
*
18.0f
))
%
2
;
if
(
facingDirection
==
8
)
frame
+=
2
;
else
if
(
facingDirection
==
4
)
frame
+=
4
;
else
if
(
facingDirection
==
6
)
{
frame
+=
4
;
isMirroring
=
true
;
}
frame
+=
(
int
)(
fairyType
)
*
6
;
SpriteEntity
::
animate
(
delay
);
}
void
FairyEntity
::
fire
(
int
dir
)
{
if
(
x
<
TILE_WIDTH
*
1.3
)
return
;
if
(
y
<
TILE_HEIGHT
*
1.3
)
return
;
if
(
x
>
TILE_WIDTH
*
(
MAP_WIDTH
-
1
)
-
TILE_WIDTH
*
0.3
)
return
;
if
(
y
>
TILE_HEIGHT
*
(
MAP_HEIGHT
-
1
)
-
TILE_HEIGHT
*
0.3
)
return
;
if
(
fireDelay
<=
0.0f
)
{
switch
(
fairyType
)
{
case
FamiliarFairyIce
:
SoundManager
::
getInstance
().
playSound
(
SOUND_BLAST_ICE
);
break
;
case
FamiliarFairyFire
:
SoundManager
::
getInstance
().
playSound
(
SOUND_BLAST_FIRE
);
break
;
default
:
SoundManager
::
getInstance
().
playSound
(
SOUND_BLAST_STANDARD
);
break
;
}
fireDelay
=
game
().
getPlayer
()
->
isEquiped
(
EQUIP_BELT_ADVANCED
)
?
fairyFireDelay
*
fireDelayAdvancedMult
:
fairyFireDelay
;
float
velx
=
0.0f
;
float
vely
=
0.0f
;
if
(
dir
==
4
)
velx
=
-
FAIRY_BOLT_VELOCITY
;
if
(
dir
==
6
)
velx
=
+
FAIRY_BOLT_VELOCITY
;
if
(
dir
==
2
)
vely
=
+
FAIRY_BOLT_VELOCITY
;
if
(
dir
==
8
)
vely
=
-
FAIRY_BOLT_VELOCITY
;
BoltEntity
*
bolt
=
new
BoltEntity
(
x
,
y
,
FAIRY_BOLT_LIFE
,
shotType
,
shotLevel
);
bolt
->
setDamages
(
fairyDamages
);
bolt
->
setVelocity
(
Vector2D
(
velx
,
vely
));
bolt
->
setFlying
(
true
);
bolt
->
setFromPlayer
(
false
);
if
(
fairyType
==
FamiliarFairyTarget
)
{
Vector2D
target
=
game
().
getNearestEnemy
(
x
,
y
);
if
(
target
.
x
>
-1.0f
)
{
bolt
->
setVelocity
(
Vector2D
(
x
,
y
).
vectorTo
(
target
,
FAIRY_BOLT_VELOCITY
));
if
((
target
.
x
-
x
)
*
(
target
.
x
-
x
)
>
(
target
.
y
-
y
)
*
(
target
.
y
-
y
))
{
if
(
target
.
x
<
x
)
facingDirection
=
4
;
else
facingDirection
=
6
;
}
else
{
if
(
target
.
y
<
y
)
facingDirection
=
8
;
else
facingDirection
=
2
;
}
}
}
}
else
{
if
(
fairyType
==
FamiliarFairyTarget
)
{
Vector2D
target
=
game
().
getNearestEnemy
(
x
,
y
);
if
(
target
.
x
>
-1.0f
)
{
if
((
target
.
x
-
x
)
*
(
target
.
x
-
x
)
>
(
target
.
y
-
y
)
*
(
target
.
y
-
y
))
{
if
(
target
.
x
<
x
)
facingDirection
=
4
;
else
facingDirection
=
6
;
}
else
{
if
(
target
.
y
<
y
)
facingDirection
=
8
;
else
facingDirection
=
2
;
}
}
else
computeFacingDirection
();
}
}
}
void
FairyEntity
::
tryToFire
()
{
if
(
x
<
TILE_WIDTH
*
1.3
)
return
;
if
(
y
<
TILE_HEIGHT
*
1.3
)
return
;
if
(
x
>
TILE_WIDTH
*
(
MAP_WIDTH
-
1
)
-
TILE_WIDTH
*
0.3
)
return
;
if
(
y
>
TILE_HEIGHT
*
(
MAP_HEIGHT
-
1
)
-
TILE_HEIGHT
*
0.3
)
return
;
if
(
fireDelay
<=
0.0f
)
{
if
(
fairyType
==
FamiliarFairyTarget
)
{
Vector2D
target
=
game
().
getNearestEnemy
(
x
,
y
);
if
(
target
.
x
>
-1.0f
)
{
BoltEntity
*
bolt
=
new
BoltEntity
(
x
,
y
,
FAIRY_BOLT_LIFE
,
shotType
,
shotLevel
);
bolt
->
setDamages
(
fairyDamages
);
bolt
->
setFlying
(
true
);
bolt
->
setVelocity
(
Vector2D
(
x
,
y
).
vectorTo
(
target
,
FAIRY_BOLT_VELOCITY
));
SoundManager
::
getInstance
().
playSound
(
SOUND_BLAST_STANDARD
);
fireDelay
=
game
().
getPlayer
()
->
isEquiped
(
EQUIP_BELT_ADVANCED
)
?
fairyFireDelay
*
fireDelayAdvancedMult
:
fairyFireDelay
;
if
((
target
.
x
-
x
)
*
(
target
.
x
-
x
)
>
(
target
.
y
-
y
)
*
(
target
.
y
-
y
))
{
if
(
target
.
x
<
x
)
facingDirection
=
4
;
else
facingDirection
=
6
;
}
else
{
if
(
target
.
y
<
y
)
facingDirection
=
8
;
else
facingDirection
=
2
;
}
}
else
{
computeFacingDirection
();
}
}
}
else
{
if
(
fairyType
==
FamiliarFairyTarget
)
{
Vector2D
target
=
game
().
getNearestEnemy
(
x
,
y
);
if
(
target
.
x
>
-1.0f
)
{
if
((
target
.
x
-
x
)
*
(
target
.
x
-
x
)
>
(
target
.
y
-
y
)
*
(
target
.
y
-
y
))
{
if
(
target
.
x
<
x
)
facingDirection
=
4
;
else
facingDirection
=
6
;
}
else
{
if
(
target
.
y
<
y
)
facingDirection
=
8
;
else
facingDirection
=
2
;
}
}
else
computeFacingDirection
();
}
}
}
void
FairyEntity
::
computeFacingDirection
()
{
if
(
parentEntity
->
getFireDirection
()
!=
5
)
{
facingDirection
=
parentEntity
->
getFireDirection
();
}
else
if
(
abs
((
int
)
velocity
.
x
)
>
0
||
abs
((
int
)
velocity
.
y
)
>
0
)
{
if
(
abs
((
int
)
velocity
.
x
)
>
abs
((
int
)
velocity
.
y
))
{
if
(
velocity
.
x
>
0.0f
)
facingDirection
=
6
;
else
facingDirection
=
4
;
}
else
{
if
(
velocity
.
y
>
0.0f
)
facingDirection
=
2
;
else
facingDirection
=
8
;
}
}
}
void
FairyEntity
::
checkCollisions
()
{
int
n
=
parentEntity
->
getFairieNumber
();
if
(
n
>
1
)
{
for
(
int
i
=
0
;
i
<
n
;
i
++
)
{
FairyEntity
*
fairy
=
parentEntity
->
getFairy
(
i
);
if
(
this
!=
fairy
)
{
bool
isColliding
=
true
;
int
dist
=
40
;
if
(
x
>
fairy
->
getX
()
+
dist
||
x
<
fairy
->
getX
()
-
dist
||
y
>
fairy
->
getY
()
+
dist
||
y
<
fairy
->
getY
()
-
dist
)
isColliding
=
false
;
if
(
isColliding
)
{
Vector2D
vel
=
(
Vector2D
(
fairy
->
getX
(),
fairy
->
getY
()).
vectorTo
(
Vector2D
(
x
,
y
),
FAIRY_SPEED
*
0.5f
));
velocity
.
x
+=
vel
.
x
;
velocity
.
y
+=
vel
.
y
;
fairy
->
setVelocity
(
Vector2D
(
fairy
->
getVelocity
().
x
-
vel
.
x
,
fairy
->
getVelocity
().
y
-
vel
.
y
));
}
}
}
}
}
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FairyEntity.cpp (9 KB)
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R78 witchblast
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