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BubbleEntity.cpp
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BubbleEntity.cpp
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#include
"BubbleEntity.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"
BubbleEntity
::
BubbleEntity
(
float
x
,
float
y
,
EnumBubbleType
bubbleType
,
int
bubbleSize
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_BUBBLE
),
x
,
y
)
{
this
->
bubbleSize
=
bubbleSize
;
this
->
bubbleType
=
bubbleType
;
imagesProLine
=
2
;
frame
=
0
;
enemyType
=
EnemyTypeBubble
;
if
(
bubbleSize
==
0
)
{
hp
=
20
;
creatureSpeed
=
150.0f
;
}
else
if
(
bubbleSize
==
1
)
{
hp
=
18
;
creatureSpeed
=
180.0f
;
sprite
.
setScale
(
0.7
,
0.7
);
age
=
0.0f
;
}
else
if
(
bubbleSize
==
2
)
{
hp
=
16
;
creatureSpeed
=
210.0f
;
sprite
.
setScale
(
0.5
,
0.5
);
age
=
0.0f
;
}
else
if
(
bubbleSize
==
3
)
{
hp
=
12
;
creatureSpeed
=
225.0f
;
sprite
.
setScale
(
0.35
,
0.35
);
age
=
0.0f
;
}
else
if
(
bubbleSize
==
4
)
{
hp
=
5
;
creatureSpeed
=
240.0f
;
sprite
.
setScale
(
0.2
,
0.2
);
age
=
0.0f
;
}
velocity
=
Vector2D
(
creatureSpeed
);
computeFacingDirection
();
meleeDamages
=
5
;
bloodColor
=
BloodNone
;
shadowFrame
=
1
;
if
(
bubbleType
==
BubbleIce
)
{
frame
=
2
;
shadowFrame
=
3
;
meleeType
=
ShotTypeIce
;
resistance
[
ResistanceFrozen
]
=
ResistanceImmune
;
resistance
[
ResistanceIce
]
=
ResistanceVeryHigh
;
resistance
[
ResistanceFire
]
=
ResistanceVeryLow
;
}
else
{
sprite
.
setTexture
(
*
ImageManager
::
getInstance
().
getImage
(
IMAGE_EYE
));
imagesProLine
=
12
;
shadowFrame
=
23
;
spin
=
20
+
rand
()
%
20
;
}
width
=
128
;
height
=
128
;
sprite
.
setOrigin
(
64
,
64
);
canExplode
=
false
;
}
int
BubbleEntity
::
getBubbleSize
()
{
return
bubbleSize
;
}
void
BubbleEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
50
*
sprite
.
getScale
().
x
;
boundingBox
.
width
=
100
*
sprite
.
getScale
().
x
;
boundingBox
.
top
=
(
int
)
y
-
50
*
sprite
.
getScale
().
x
;
boundingBox
.
height
=
100
*
sprite
.
getScale
().
x
;
}
void
BubbleEntity
::
animate
(
float
delay
)
{
if
(
bubbleType
!=
BubbleIce
)
{
if
(
age
>
0
)
frame
=
((
int
)(
age
*
(
28.0f
+
5.0f
*
(
float
)
bubbleSize
)))
%
18
;
else
frame
=
0
;
}
EnemyEntity
::
animate
(
delay
);
}
void
BubbleEntity
::
render
(
sf
::
RenderTarget
*
app
)
{
if
(
bubbleType
!=
BubbleIce
)
{
// shadow
sprite
.
setPosition
(
x
,
y
+
5
);
sprite
.
setTextureRect
(
sf
::
IntRect
(
11
*
width
,
1
*
height
,
width
,
height
));
app
->
draw
(
sprite
);
// eye
sprite
.
setRotation
(
age
*
spin
);
sprite
.
setPosition
(
x
,
y
);
int
nx
=
frame
%
imagesProLine
;
int
ny
=
frame
/
imagesProLine
;
sprite
.
setTextureRect
(
sf
::
IntRect
(
nx
*
width
,
ny
*
height
,
width
,
height
));
app
->
draw
(
sprite
);
// lightning
sprite
.
setRotation
(
0
);
sprite
.
setTextureRect
(
sf
::
IntRect
(
6
*
width
,
height
,
width
,
height
));
app
->
draw
(
sprite
);
nx
=
7
+
(
int
)(
age
*
5
)
%
4
;
sprite
.
setTextureRect
(
sf
::
IntRect
(
nx
*
width
,
height
,
width
,
height
));
app
->
draw
(
sprite
);
}
else
EnemyEntity
::
render
(
app
);
}
void
BubbleEntity
::
collideMapRight
()
{
velocity
.
x
=
-
velocity
.
x
;
if
(
recoil
.
active
)
recoil
.
velocity
.
x
=
-
recoil
.
velocity
.
x
;
}
void
BubbleEntity
::
collideMapLeft
()
{
velocity
.
x
=
-
velocity
.
x
;
if
(
recoil
.
active
)
recoil
.
velocity
.
x
=
-
recoil
.
velocity
.
x
;
}
void
BubbleEntity
::
collideMapTop
()
{
velocity
.
y
=
-
velocity
.
y
;
if
(
recoil
.
active
)
recoil
.
velocity
.
y
=
-
recoil
.
velocity
.
y
;
}
void
BubbleEntity
::
collideMapBottom
()
{
velocity
.
y
=
-
velocity
.
y
;
if
(
recoil
.
active
)
recoil
.
velocity
.
y
=
-
recoil
.
velocity
.
y
;
}
void
BubbleEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
BubbleEntity
*
bubbleEntity
=
dynamic_cast
<
BubbleEntity
*>
(
entity
);
if
(
bubbleEntity
==
NULL
)
{
if
(
entity
->
getMovingStyle
()
==
movWalking
)
setVelocity
(
Vector2D
(
entity
->
getX
(),
entity
->
getY
()).
vectorTo
(
Vector2D
(
x
,
y
),
creatureSpeed
));
}
else
{
if
(
bubbleEntity
->
getBubbleSize
()
<=
bubbleSize
)
setVelocity
(
Vector2D
(
bubbleEntity
->
getX
(),
bubbleEntity
->
getY
()).
vectorTo
(
Vector2D
(
x
,
y
),
creatureSpeed
));
}
}
void
BubbleEntity
::
dying
()
{
isDying
=
true
;
if
(
bubbleSize
==
0
)
game
().
addKilledEnemy
(
enemyType
,
hurtingType
);
if
(
bubbleSize
<
4
)
{
int
nbBubbles
=
2
;
if
(
bubbleType
==
BubbleTriple
)
nbBubbles
=
3
;
for
(
int
i
=
0
;
i
<
nbBubbles
;
i
++
)
{
BubbleEntity
*
b
=
new
BubbleEntity
(
x
-
5
+
rand
()
%
10
,
y
-
5
+
rand
()
%
10
,
bubbleType
,
bubbleSize
+
1
);
b
->
setSpecialState
(
SpecialStateIce
,
true
,
specialState
[
SpecialStateIce
].
timer
,
specialState
[
SpecialStateIce
].
param1
,
specialState
[
SpecialStateIce
].
param2
);
}
}
for
(
int
i
=
0
;
i
<
5
-
bubbleSize
;
i
++
)
game
().
generateBlood
(
x
,
y
,
bubbleType
==
BubbleIce
?
BloodBubbleIce
:
BloodBubble
);
if
(
bubbleType
==
BubbleIce
)
SoundManager
::
getInstance
().
playSound
(
SOUND_ICE_BLOCK
);
else
SoundManager
::
getInstance
().
playSound
(
SOUND_BUBBLE_00
+
rand
()
%
2
);
}
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Expires
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BubbleEntity.cpp (4 KB)
Attached To
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R78 witchblast
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