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WitchEntity.cpp
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WitchEntity.cpp
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#include
"WitchEntity.h"
#include
"BoltEntity.h"
#include
"EnemyBoltEntity.h"
#include
"PlayerEntity.h"
#include
"RatEntity.h"
#include
"BatEntity.h"
#include
"sfml_game/SpriteEntity.h"
#include
"sfml_game/ImageManager.h"
#include
"sfml_game/SoundManager.h"
#include
"Constants.h"
#include
"WitchBlastGame.h"
WitchEntity
::
WitchEntity
(
float
x
,
float
y
,
witchTypeEnum
witchType
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_WITCH
),
x
,
y
)
{
this
->
witchType
=
witchType
;
imagesProLine
=
8
;
if
(
witchType
==
WitchTypeNormal
)
{
frame
=
0
;
dyingFrame
=
5
;
deathFrame
=
FRAME_CORPSE_WITCH
;
enemyType
=
EnemyTypeWitch
;
}
else
{
frame
=
8
;
dyingFrame
=
13
;
deathFrame
=
FRAME_CORPSE_WITCH_RED
;
enemyType
=
EnemyTypeWitchRed
;
}
hp
=
WITCH_HP
;
hpMax
=
hp
;
creatureSpeed
=
WITCH_VELOCITY
;
velocity
=
Vector2D
(
creatureSpeed
);
meleeDamages
=
WITCH_DAMAGE
;
bloodColor
=
BloodRed
;
shadowFrame
=
4
;
height
=
96
;
sprite
.
setOrigin
(
32
,
71
);
timer
=
3.0f
;
escapeTimer
=
-1.0f
;
state
=
0
;
agonizingSound
=
(
sound_resources
)(
SOUND_WITCH_DIE_00
+
rand
()
%
2
);
}
void
WitchEntity
::
animate
(
float
delay
)
{
if
(
age
>
0.0f
&&
!
isAgonising
)
{
if
(
escapeTimer
>
0.0f
)
escapeTimer
-=
delay
;
timer
-=
delay
;
if
(
timer
<=
0.0f
)
{
if
(
state
==
0
)
{
state
=
1
;
velocity
=
Vector2D
(
0.0f
,
0.0f
);
SoundManager
::
getInstance
().
playSound
(
SOUND_WITCH_00
+
rand
()
%
3
);
timer
=
0.6f
;
if
(
rand
()
%
7
==
0
||
!
canSee
(
game
().
getPlayerPosition
().
x
,
game
().
getPlayerPosition
().
y
))
{
// invoke
int
x0
=
x
/
TILE_WIDTH
;
if
(
x0
<
1
)
x0
=
1
;
else
if
(
x0
>
MAP_WIDTH
-
2
)
x0
=
MAP_WIDTH
-
2
;
x0
=
x0
*
TILE_WIDTH
+
TILE_WIDTH
/
2
;
int
y0
=
y
/
TILE_HEIGHT
;
if
(
y0
<
1
)
y0
=
1
;
else
if
(
y0
>
MAP_HEIGHT
-
2
)
y0
=
MAP_HEIGHT
-
2
;
y0
=
y0
*
TILE_HEIGHT
+
TILE_HEIGHT
/
2
;
if
(
witchType
==
WitchTypeNormal
)
new
RatEntity
(
x0
,
y0
,
RatEntity
::
RatTypeNormal
,
true
);
else
new
BatEntity
(
x0
,
y0
,
BatStandard
,
true
);
SoundManager
::
getInstance
().
playSound
(
SOUND_INVOKE
);
for
(
int
i
=
0
;
i
<
6
;
i
++
)
{
generateStar
(
sf
::
Color
(
200
,
50
,
200
,
255
));
generateStar
(
sf
::
Color
(
255
,
255
,
255
,
255
));
}
}
else
{
// fire
fire
();
if
(
witchType
==
WitchTypeNormal
)
fire
();
}
}
else
if
(
state
==
1
)
{
timer
=
3.5f
+
(
rand
()
%
25
)
*
0.1f
;
if
(
!
canSee
(
game
().
getPlayerPosition
().
x
,
game
().
getPlayerPosition
().
y
))
timer
+=
1.2f
;
velocity
=
Vector2D
(
creatureSpeed
);
state
=
0
;
}
}
if
(
state
==
0
)
{
if
(
escapeTimer
<
0.0f
&&
Vector2D
(
x
,
y
).
distance2
(
game
().
getPlayerPosition
())
<=
36000
)
{
velocity
=
game
().
getPlayerPosition
().
vectorTo
(
Vector2D
(
x
,
y
),
creatureSpeed
);
escapeTimer
=
2.5f
;
}
frame
=
((
int
)(
age
*
5.0f
))
%
4
;
if
(
frame
==
2
)
frame
=
0
;
else
if
(
frame
==
3
)
frame
=
2
;
if
(
velocity
.
x
>
1.0f
)
isMirroring
=
true
;
else
if
(
velocity
.
x
<
-1.0f
)
isMirroring
=
false
;
}
else
if
(
state
==
1
)
{
frame
=
3
;
isMirroring
=
game
().
getPlayer
()
->
getX
()
>
x
;
}
if
(
witchType
==
WitchTypeRed
)
frame
+=
8
;
}
EnemyEntity
::
animate
(
delay
);
z
=
y
+
20
;
}
void
WitchEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
16
;
boundingBox
.
width
=
32
;
boundingBox
.
top
=
(
int
)
y
-
25
;
boundingBox
.
height
=
45
;
}
void
WitchEntity
::
collideMapRight
()
{
velocity
.
x
=
-
velocity
.
x
;
if
(
recoil
.
active
)
{
if
(
recoil
.
stun
)
recoil
.
velocity
.
x
=
-
recoil
.
velocity
.
x
*
0.3f
;
else
(
recoil
.
active
=
false
);
}
else
computeFacingDirection
();
}
void
WitchEntity
::
collideMapLeft
()
{
velocity
.
x
=
-
velocity
.
x
;
if
(
recoil
.
active
)
{
if
(
recoil
.
stun
)
recoil
.
velocity
.
x
=
-
recoil
.
velocity
.
x
*
0.3f
;
else
(
recoil
.
active
=
false
);
}
else
computeFacingDirection
();
}
void
WitchEntity
::
collideMapTop
()
{
velocity
.
y
=
-
velocity
.
y
;
if
(
recoil
.
active
)
{
if
(
recoil
.
stun
)
recoil
.
velocity
.
y
=
-
recoil
.
velocity
.
y
*
0.3f
;
else
(
recoil
.
active
=
false
);
}
else
computeFacingDirection
();
}
void
WitchEntity
::
collideMapBottom
()
{
velocity
.
y
=
-
velocity
.
y
;
if
(
recoil
.
active
)
{
if
(
recoil
.
stun
)
recoil
.
velocity
.
y
=
-
recoil
.
velocity
.
y
*
0.3f
;
else
(
recoil
.
active
=
false
);
}
else
computeFacingDirection
();
}
void
WitchEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
if
(
entity
->
getMovingStyle
()
==
movWalking
)
{
setVelocity
(
Vector2D
(
entity
->
getX
(),
entity
->
getY
()).
vectorTo
(
Vector2D
(
x
,
y
),
creatureSpeed
));
computeFacingDirection
();
}
}
void
WitchEntity
::
collideWithBolt
(
BoltEntity
*
boltEntity
)
{
EnemyEntity
::
collideWithBolt
(
boltEntity
);
}
void
WitchEntity
::
fire
()
{
if
(
witchType
==
WitchTypeNormal
)
{
SoundManager
::
getInstance
().
playSound
(
SOUND_BLAST_FLOWER
);
EnemyBoltEntity
*
bolt
=
new
EnemyBoltEntity
(
x
,
y
+
10
,
ShotTypeStandard
,
0
,
enemyType
);
bolt
->
setMap
(
map
,
TILE_WIDTH
,
TILE_HEIGHT
,
0
,
0
);
float
flowerFireVelocity
=
EVIL_FLOWER_FIRE_VELOCITY
;
if
(
specialState
[
SpecialStateIce
].
active
)
flowerFireVelocity
*=
0.7f
;
bolt
->
setVelocity
(
Vector2D
(
x
,
y
).
vectorNearlyTo
(
game
().
getPlayerPosition
(),
flowerFireVelocity
,
1.0f
));
}
else
{
SoundManager
::
getInstance
().
playSound
(
SOUND_BLAST_FLOWER
);
EnemyBoltEntity
*
bolt
=
new
EnemyBoltEntity
(
x
,
y
+
10
,
ShotTypeBomb
,
0
,
enemyType
);
bolt
->
setMap
(
map
,
TILE_WIDTH
,
TILE_HEIGHT
,
0
,
0
);
float
flowerFireVelocity
=
EVIL_FLOWER_FIRE_VELOCITY
*
0.9f
;
if
(
specialState
[
SpecialStateIce
].
active
)
flowerFireVelocity
*=
0.5f
;
bolt
->
setVelocity
(
Vector2D
(
x
,
y
).
vectorNearlyTo
(
game
().
getPlayerPosition
(),
flowerFireVelocity
,
1.0f
));
}
}
void
WitchEntity
::
drop
()
{
if
(
rand
()
%
12
==
0
)
{
if
(
rand
()
%
5
==
0
)
{
dropItem
(
ItemScrollRevelation
);
}
else
{
dropItem
((
enumItemType
)(
ItemPotion01
+
rand
()
%
NUMBER_UNIDENTIFIED
));
}
return
;
}
else
{
if
(
rand
()
%
5
==
0
)
{
dropItem
(
ItemCopperCoin
);
}
if
(
game
().
getPlayer
()
->
isEquiped
(
EQUIP_LUCK
)
&&
rand
()
%
5
==
0
)
{
dropItem
(
ItemCopperCoin
);
}
}
}
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WitchEntity.cpp (6 KB)
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