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CyclopsEntity.cpp
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CyclopsEntity.cpp
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#include
"CyclopsEntity.h"
#include
"BoltEntity.h"
#include
"PlayerEntity.h"
#include
"RockMissileEntity.h"
#include
"FallingRockEntity.h"
#include
"sfml_game/SpriteEntity.h"
#include
"sfml_game/ImageManager.h"
#include
"sfml_game/SoundManager.h"
#include
"Constants.h"
#include
"WitchBlastGame.h"
#include
"TextMapper.h"
#include
<iostream>
CyclopsEntity
::
CyclopsEntity
(
float
x
,
float
y
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_CYCLOP
),
x
,
y
)
{
width
=
128
;
height
=
192
;
creatureSpeed
=
CYCLOP_SPEED
[
0
];
velocity
=
Vector2D
(
creatureSpeed
);
hp
=
CYCLOP_HP
;
hpDisplay
=
CYCLOP_HP
;
hpMax
=
CYCLOP_HP
;
meleeDamages
=
CYCLOP_DAMAGES
;
type
=
ENTITY_ENEMY_BOSS
;
bloodColor
=
BloodNone
;
// stones don't bleed
dyingFrame
=
5
;
deathFrame
=
FRAME_CORPSE_CYCLOP
;
agonizingSound
=
SOUND_CYCLOP_DIE
;
frame
=
0
;
if
(
game
().
getPlayerPosition
().
x
>
x
)
isMirroring
=
true
;
sprite
.
setOrigin
(
64.0f
,
143.0f
);
nextRockMissile
=
0
;
destroyLevel
=
0
;
state
=
0
;
timer
=
2.0f
;
counter
=
10
;
age
=
-1.5f
;
enemyType
=
EnemyTypeCyclops
;
resistance
[
ResistanceFrozen
]
=
ResistanceVeryHigh
;
resistance
[
ResistanceRecoil
]
=
ResistanceVeryHigh
;
resistance
[
ResistancePoison
]
=
ResistanceImmune
;
canExplode
=
false
;
}
int
CyclopsEntity
::
getHealthLevel
()
{
int
healthLevel
=
0
;
if
(
hp
<=
hpMax
*
0.25
)
healthLevel
=
3
;
else
if
(
hp
<=
hpMax
*
0.5
)
healthLevel
=
2
;
else
if
(
hp
<=
hpMax
*
0.75
)
healthLevel
=
1
;
return
healthLevel
;
}
void
CyclopsEntity
::
fire
()
{
new
RockMissileEntity
(
x
,
y
-
27
,
nextRockMissile
);
SoundManager
::
getInstance
().
playSound
(
SOUND_THROW
);
}
void
CyclopsEntity
::
initFallingGrid
()
{
for
(
int
i
=
0
;
i
<
MAP_WIDTH
;
i
++
)
for
(
int
j
=
0
;
j
<
MAP_HEIGHT
;
j
++
)
fallingGrid
[
i
][
j
]
=
false
;
}
void
CyclopsEntity
::
fallRock
()
{
int
rx
,
ry
;
do
{
rx
=
1
+
rand
()
%
(
MAP_WIDTH
-
2
);
ry
=
1
+
rand
()
%
(
MAP_HEIGHT
-
2
);
}
while
(
fallingGrid
[
rx
][
ry
]);
fallingGrid
[
rx
][
ry
]
=
true
;
new
FallingRockEntity
(
rx
*
TILE_WIDTH
+
TILE_WIDTH
/
2
,
ry
*
TILE_HEIGHT
+
TILE_HEIGHT
/
2
,
rand
()
%
3
,
false
);
}
void
CyclopsEntity
::
computeNextRockMissile
()
{
if
(
getHealthLevel
()
==
0
)
nextRockMissile
=
rand
()
%
5
==
0
?
1
:
0
;
else
if
(
getHealthLevel
()
==
1
)
nextRockMissile
=
rand
()
%
3
==
0
?
1
:
0
;
else
if
(
getHealthLevel
()
==
2
)
nextRockMissile
=
rand
()
%
2
==
0
?
0
:
1
;
else
nextRockMissile
=
rand
()
%
3
==
0
?
0
:
1
;
}
void
CyclopsEntity
::
computeStates
(
float
delay
)
{
timer
-=
delay
;
if
(
timer
<=
0.0f
)
{
if
(
state
==
0
)
// walking
{
if
(
counter
>
0
)
{
counter
--
;
timer
=
0.5f
;
creatureSpeed
=
CYCLOP_SPEED
[
getHealthLevel
()];
setVelocity
(
Vector2D
(
x
,
y
).
vectorTo
(
game
().
getPlayerPosition
(),
creatureSpeed
));
}
else
{
velocity
.
x
=
0.0f
;
velocity
.
y
=
0.0f
;
if
(
destroyLevel
<
getHealthLevel
())
{
state
=
3
;
// charge to destroy
destroyLevel
++
;
counter
=
destroyLevel
+
1
;
timer
=
0.9f
;
SoundManager
::
getInstance
().
playSound
(
SOUND_CYCLOP_00
);
initFallingGrid
();
}
else
{
state
=
1
;
// charge to fire
timer
=
0.9f
;
counter
=
CYCLOP_NUMBER_ROCKS
[
getHealthLevel
()];
SoundManager
::
getInstance
().
playSound
(
SOUND_CYCLOP_00
);
computeNextRockMissile
();
}
}
}
else
if
(
state
==
1
)
// fire
{
state
=
2
;
fire
();
timer
=
CYCLOP_FIRE_DELAY
[
getHealthLevel
()];
}
else
if
(
state
==
2
)
// fire end
{
if
(
counter
<=
1
)
{
state
=
0
;
timer
=
0.2f
;
counter
=
10
;
}
else
{
counter
--
;
state
=
1
;
timer
=
0.2f
;
computeNextRockMissile
();
}
}
else
if
(
state
==
3
)
{
state
=
4
;
// destroy
timer
=
0.2
;
game
().
makeShake
(
0.4f
);
SoundManager
::
getInstance
().
playSound
(
SOUND_CYCLOPS_IMPACT
);
for
(
int
i
=
0
;
i
<
10
;
i
++
)
fallRock
();
}
else
if
(
state
==
4
)
{
if
(
counter
<=
1
)
{
state
=
0
;
timer
=
0.2f
;
counter
=
10
;
}
else
{
counter
--
;
state
=
3
;
timer
=
0.3f
;
}
}
}
}
void
CyclopsEntity
::
animate
(
float
delay
)
{
if
(
age
<=
0.0f
)
{
age
+=
delay
;
return
;
}
if
(
isAgonising
)
{
if
(
h
<
-0.01f
)
{
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
;
}
// special states
if
(
specialState
[
SpecialStateIce
].
active
)
delay
*=
specialState
[
SpecialStateIce
].
param1
;
// IA
computeStates
(
delay
);
// collisions
if
(
canCollide
())
testSpriteCollisions
();
BaseCreatureEntity
::
animate
(
delay
);
// old frame (for sound)
int
oldFrame
=
frame
;
// current frame
if
(
state
==
0
)
{
int
r
=
((
int
)(
age
*
5.0f
))
%
4
;
if
(
r
==
2
)
frame
=
0
;
else
if
(
r
==
3
)
frame
=
2
;
else
frame
=
r
;
if
(
oldFrame
==
1
&&
frame
==
0
)
SoundManager
::
getInstance
().
playSound
(
SOUND_HEAVY_STEP_00
);
else
if
(
oldFrame
==
2
&&
frame
==
0
)
SoundManager
::
getInstance
().
playSound
(
SOUND_HEAVY_STEP_01
);
}
else
if
(
state
==
1
)
{
isMirroring
=
game
().
getPlayer
()
->
getX
()
>
x
;
frame
=
timer
>
0.5f
?
4
:
3
;
}
else
if
(
state
==
2
)
{
frame
=
4
;
}
else
if
(
state
==
3
)
{
frame
=
6
;
}
else
if
(
state
==
4
)
{
frame
=
7
;
}
// frame's mirroring
if
(
velocity
.
x
>
1.0f
)
isMirroring
=
true
;
else
if
(
velocity
.
x
<
-1.0f
)
isMirroring
=
false
;
z
=
y
+
36
;
}
int
CyclopsEntity
::
hurt
(
StructHurt
hurtParam
)
{
if
(
destroyLevel
<
getHealthLevel
())
hurtParam
.
damage
/=
3
;
return
EnemyEntity
::
hurt
(
hurtParam
);
}
void
CyclopsEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
32
;
boundingBox
.
width
=
58
;
boundingBox
.
top
=
(
int
)
y
-
52
;
boundingBox
.
height
=
90
;
}
void
CyclopsEntity
::
afterWallCollide
()
{
}
void
CyclopsEntity
::
collideMapRight
()
{
velocity
.
x
=
-
velocity
.
x
;
afterWallCollide
();
}
void
CyclopsEntity
::
collideMapLeft
()
{
velocity
.
x
=
-
velocity
.
x
;
afterWallCollide
();
}
void
CyclopsEntity
::
collideMapTop
()
{
velocity
.
y
=
-
velocity
.
y
;
afterWallCollide
();
}
void
CyclopsEntity
::
collideMapBottom
()
{
velocity
.
y
=
-
velocity
.
y
;
afterWallCollide
();
}
void
CyclopsEntity
::
drop
()
{
dropItem
(
ItemBossHeart
);
}
void
CyclopsEntity
::
render
(
sf
::
RenderTarget
*
app
)
{
// shadow
sprite
.
setPosition
(
x
,
y
);
sprite
.
setTextureRect
(
sf
::
IntRect
(
8
*
width
,
0
,
width
,
height
));
app
->
draw
(
sprite
);
sprite
.
setPosition
(
x
,
y
);
EnemyEntity
::
render
(
app
);
// stones
if
(
state
==
1
&&
timer
<
0.5f
)
{
if
(
nextRockMissile
==
0
)
// small rock
{
sprite
.
setTextureRect
(
sf
::
IntRect
(
1152
,
0
,
64
,
64
));
if
(
isMirroring
)
sprite
.
setPosition
(
x
+
60
,
y
+
45
);
else
sprite
.
setPosition
(
x
+
4
,
y
+
45
);
}
else
// medium rock
{
sprite
.
setTextureRect
(
sf
::
IntRect
(
1152
,
64
,
64
,
64
));
if
(
isMirroring
)
sprite
.
setPosition
(
x
+
60
,
y
+
33
);
else
sprite
.
setPosition
(
x
+
4
,
y
+
33
);
}
app
->
draw
(
sprite
);
sprite
.
setPosition
(
x
,
y
);
}
renderLifeBar
(
app
,
tools
::
getLabel
(
"enemy_cyclops"
));
}
void
CyclopsEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
if
(
entity
->
getMovingStyle
()
==
movWalking
)
inflictsRecoilTo
(
entity
);
}
void
CyclopsEntity
::
inflictsRecoilTo
(
BaseCreatureEntity
*
targetEntity
)
{
PlayerEntity
*
playerEntity
=
dynamic_cast
<
PlayerEntity
*>
(
targetEntity
);
if
(
playerEntity
!=
NULL
&&
!
playerEntity
->
isDead
())
{
//Vector2D recoilVector = Vector2D(targetEntity->getX(), targetEntity->getY()).vectorTo(Vector2D(x, y), 450.0f);
Vector2D
recoilVector
=
Vector2D
(
x
,
y
).
vectorTo
(
Vector2D
(
targetEntity
->
getX
(),
targetEntity
->
getY
()),
450.0f
);
targetEntity
->
giveRecoil
(
true
,
recoilVector
,
0.5f
);
}
}
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CyclopsEntity.cpp (7 KB)
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R78 witchblast
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