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CyclopsEntity.h
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CyclopsEntity.h

#ifndef CYCLOPENTITY_H
#define CYCLOPENTITY_H
#include "EnemyEntity.h"
#include "PlayerEntity.h"
class CyclopsEntity : public EnemyEntity
{
public:
CyclopsEntity(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();
void afterWallCollide();
virtual int hurt(StructHurt hurtParam) override;
virtual void collideWithEnemy(EnemyEntity* entity) override;
virtual void drop();
void computeStates(float delay);
int getHealthLevel();
private:
float timer;
int state;
int counter;
int destroyLevel;
int nextRockMissile;
void computeNextRockMissile();
void fire();
void fallRock();
void initFallingGrid();
bool fallingGrid[MAP_WIDTH][MAP_HEIGHT];
};
#endif // CYCLOPENTITY_H

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