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GreenRatEntity.cpp
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GreenRatEntity.cpp
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#include
"GreenRatEntity.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"
GreenRatEntity
::
GreenRatEntity
(
float
x
,
float
y
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_RAT
),
x
,
y
)
{
imagesProLine
=
10
;
creatureSpeed
=
GREEN_RAT_SPEED
;
velocity
=
Vector2D
(
creatureSpeed
);
computeFacingDirection
();
hp
=
GREEN_RAT_HP
;
meleeDamages
=
GREEN_RAT_DAMAGES
;
type
=
ENTITY_ENEMY_INVOCATED
;
enemyType
=
EnemyTypeRatGreen
;
bloodColor
=
BloodRed
;
shadowFrame
=
-1
;
dyingFrame
=
19
;
deathFrame
=
FRAME_CORPSE_GREEN_RAT
;
agonizingSound
=
SOUND_RAT_DYING
;
timer
=
(
rand
()
%
50
)
/
10.0f
;
age
=
-
GREEN_RAT_FADE
;
frame
=
11
;
sprite
.
setOrigin
(
32.0f
,
38.0f
);
canExplode
=
false
;
// TO SEE
}
void
GreenRatEntity
::
animate
(
float
delay
)
{
z
=
y
+
boundingBox
.
top
+
boundingBox
.
height
;
if
(
age
>
0.0f
&&
!
isAgonising
)
{
sprite
.
setColor
(
sf
::
Color
(
255
,
255
,
255
,
255
));
timer
=
timer
-
delay
;
if
(
timer
<=
0.0f
)
{
timer
=
(
rand
()
%
50
)
/
10.0f
;
setVelocity
(
Vector2D
(
x
,
y
).
vectorTo
(
game
().
getPlayerPosition
(),
GREEN_RAT_SPEED
));
computeFacingDirection
();
}
frame
=
8
+
((
int
)(
age
*
5.0f
))
%
2
;
if
(
facingDirection
==
4
||
facingDirection
==
6
)
frame
+=
2
;
isMirroring
=
(
facingDirection
==
4
);
if
(
facingDirection
==
8
)
frame
+=
4
;
frame
=
((
int
)(
age
*
5.0f
))
%
4
;
if
(
frame
==
3
)
frame
=
1
;
if
(
facingDirection
==
4
||
facingDirection
==
6
)
frame
+=
3
;
isMirroring
=
(
facingDirection
==
6
);
if
(
facingDirection
==
8
)
frame
+=
6
;
frame
+=
10
;
}
else
if
(
!
isAgonising
)
{
sprite
.
setColor
(
sf
::
Color
(
255
,
255
,
255
,
255
*
(
1.0
+
age
)));
}
else
if
(
isAgonising
)
{
if
(
hVelocity
<
-1.0f
)
{
int
fade
=
h
*
200
/
25
;
if
(
fade
>
200
)
fade
=
200
;
else
if
(
fade
<
0
)
fade
=
0
;
sprite
.
setColor
(
sf
::
Color
(
255
,
255
,
255
,
fade
));
}
}
EnemyEntity
::
animate
(
delay
);
z
=
y
+
17
;
}
void
GreenRatEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
width
/
2
+
RAT_BB_LEFT
;
boundingBox
.
width
=
width
-
RAT_BB_WIDTH_DIFF
;
boundingBox
.
top
=
(
int
)
y
-
13
;
boundingBox
.
height
=
31
;
}
void
GreenRatEntity
::
collideMapRight
()
{
velocity
.
x
=
-
velocity
.
x
;
if
(
recoil
.
active
)
recoil
.
velocity
.
x
=
-
recoil
.
velocity
.
x
;
computeFacingDirection
();
}
void
GreenRatEntity
::
collideMapLeft
()
{
velocity
.
x
=
-
velocity
.
x
;
if
(
recoil
.
active
)
recoil
.
velocity
.
x
=
-
recoil
.
velocity
.
x
;
computeFacingDirection
();
}
void
GreenRatEntity
::
collideMapTop
()
{
velocity
.
y
=
-
velocity
.
y
;
if
(
recoil
.
active
)
recoil
.
velocity
.
y
=
-
recoil
.
velocity
.
y
;
computeFacingDirection
();
}
void
GreenRatEntity
::
collideMapBottom
()
{
velocity
.
y
=
-
velocity
.
y
;
if
(
recoil
.
active
)
recoil
.
velocity
.
y
=
-
recoil
.
velocity
.
y
;
computeFacingDirection
();
}
bool
GreenRatEntity
::
canCollide
()
{
return
(
age
>=
0.0f
);
}
void
GreenRatEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
if
(
recoil
.
active
&&
recoil
.
stun
)
return
;
if
(
entity
->
getMovingStyle
()
==
movWalking
)
{
Vector2D
vel
=
Vector2D
(
entity
->
getX
(),
entity
->
getY
()).
vectorTo
(
Vector2D
(
x
,
y
),
100.0f
);
giveRecoil
(
false
,
vel
,
0.3f
);
computeFacingDirection
();
}
}
void
GreenRatEntity
::
drop
()
{
// no drop
}
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GreenRatEntity.cpp (3 KB)
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R78 witchblast
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