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KingRatEntity.cpp
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KingRatEntity.cpp
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#include
"KingRatEntity.h"
#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"
#include
"TextMapper.h"
#include
<iostream>
KingRatEntity
::
KingRatEntity
(
float
x
,
float
y
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_KING_RAT
),
x
,
y
)
{
width
=
128
;
height
=
128
;
creatureSpeed
=
KING_RAT_SPEED
;
velocity
=
Vector2D
(
creatureSpeed
);
hp
=
KING_RAT_HP
;
hpDisplay
=
hp
;
hpMax
=
KING_RAT_HP
;
meleeDamages
=
KING_RAT_DAMAGES
;
imagesProLine
=
5
;
type
=
ENTITY_ENNEMY_BOSS
;
enemyType
=
EnemyTypeRatKing
;
bloodColor
=
BloodRed
;
shadowFrame
=
4
;
dyingFrame
=
5
;
deathFrame
=
FRAME_CORPSE_KING_RAT
;
dyingSound
=
SOUND_KING_RAT_DIE
;
frame
=
0
;
if
(
game
().
getPlayerPosition
().
x
>
x
)
sprite
.
setScale
(
-1.0f
,
1.0f
);
sprite
.
setOrigin
(
64.0f
,
64.0f
);
state
=
0
;
timer
=
2.0f
+
(
rand
()
%
40
)
/
10.0f
;
age
=
-2.0f
;
berserkDelay
=
1.0f
+
rand
()
%
5
*
0.1f
;
hasBeenBerserk
=
false
;
resistance
[
ResistanceFrozen
]
=
ResistanceVeryHigh
;
resistance
[
ResistanceRecoil
]
=
ResistanceVeryHigh
;
}
void
KingRatEntity
::
animate
(
float
delay
)
{
if
(
age
<=
0.0f
)
{
age
+=
delay
;
return
;
}
if
(
isAgonising
)
{
if
(
h
<
-0.01f
)
{
isDying
=
true
;
SpriteEntity
*
corpse
;
corpse
=
new
SpriteEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_CORPSES_BIG
),
x
,
y
+
48
,
128
,
128
);
corpse
->
setFrame
(
deathFrame
-
FRAME_CORPSE_KING_RAT
);
corpse
->
setZ
(
OFFSET_Y
);
corpse
->
setType
(
ENTITY_CORPSE
);
if
(
dyingSound
!=
SOUND_NONE
)
SoundManager
::
getInstance
().
playSound
(
dyingSound
);
}
else
{
frame
=
dyingFrame
;
hVelocity
-=
700.0f
*
delay
;
h
+=
hVelocity
*
delay
;
}
return
;
}
EnemyEntity
::
animate
(
delay
);
if
(
specialState
[
SpecialStateIce
].
active
)
delay
*=
specialState
[
SpecialStateIce
].
param1
;
float
timerMult
=
1.0f
;
if
(
hp
<=
hpMax
/
4
)
{
creatureSpeed
=
KING_RAT_SPEED
*
1.4f
;
timerMult
=
0.7f
;
}
else
if
(
hp
<=
hpMax
/
2
)
{
creatureSpeed
=
KING_RAT_SPEED
*
1.2f
;
timerMult
=
0.85f
;
}
else
{
creatureSpeed
=
KING_RAT_SPEED
;
}
if
(
state
==
5
)
{
velocity
.
x
*=
0.965f
;
velocity
.
y
*=
0.965f
;
}
else
{
if
(
velocity
.
x
>
0.1f
)
sprite
.
setScale
(
-1.0f
,
1.0f
);
else
if
(
velocity
.
x
<
-0.1f
)
sprite
.
setScale
(
1.0f
,
1.0f
);
}
timer
-=
delay
;
if
(
timer
<=
0.0f
)
{
if
(
state
==
0
)
{
state
=
1
;
// generate rats
generateGreenRats
();
SoundManager
::
getInstance
().
playSound
(
SOUND_KING_RAT_1
);
timer
=
2.0f
;
velocity
.
x
=
0.0f
;
velocity
.
y
=
0.0f
;
}
else
if
(
state
==
1
)
// generate rats
{
// to normal or berserk
if
(
hp
<
hpMax
/
4
&&
!
hasBeenBerserk
)
{
hasBeenBerserk
=
true
;
timer
=
12.0f
;
state
=
6
;
velocity
=
Vector2D
(
KING_RAT_BERSERK_SPEED
);
SoundManager
::
getInstance
().
playSound
(
SOUND_KING_RAT_2
);
}
else
{
timer
=
7.0f
*
timerMult
;
velocity
=
Vector2D
(
creatureSpeed
);
state
=
2
;
}
}
else
if
(
state
==
2
)
// normal -> rush
{
state
=
3
;
// angry
timer
=
2.0f
;
velocity
.
x
=
0.0f
;
velocity
.
y
=
0.0f
;
SoundManager
::
getInstance
().
playSound
(
SOUND_KING_RAT_2
);
}
else
if
(
state
==
3
)
// normal -> rush
{
state
=
4
;
// rush
timer
=
12.0f
;
float
tan
=
(
game
().
getPlayer
()
->
getX
()
-
x
)
/
(
game
().
getPlayer
()
->
getY
()
-
y
);
float
angle
=
atan
(
tan
);
if
(
game
().
getPlayer
()
->
getY
()
>
y
)
setVelocity
(
Vector2D
(
sin
(
angle
)
*
KING_RAT_RUNNING_SPEED
,
cos
(
angle
)
*
KING_RAT_RUNNING_SPEED
));
else
setVelocity
(
Vector2D
(
-
sin
(
angle
)
*
KING_RAT_RUNNING_SPEED
,
-
cos
(
angle
)
*
KING_RAT_RUNNING_SPEED
));
}
else
if
(
state
==
5
)
// wall impact
{
// to normal or berserk
if
(
hp
<
hpMax
/
4
&&
!
hasBeenBerserk
)
{
hasBeenBerserk
=
true
;
timer
=
12.0f
;
state
=
6
;
velocity
=
Vector2D
(
KING_RAT_BERSERK_SPEED
);
SoundManager
::
getInstance
().
playSound
(
SOUND_KING_RAT_2
);
}
else
{
timer
=
7.0f
*
timerMult
;
velocity
=
Vector2D
(
creatureSpeed
);
state
=
0
;
}
}
else
if
(
state
==
6
)
{
timer
=
7.0f
*
timerMult
;
velocity
=
Vector2D
(
creatureSpeed
);
state
=
0
;
}
}
if
(
state
==
6
)
{
berserkDelay
-=
delay
;
if
(
berserkDelay
<=
0.0f
)
{
berserkDelay
=
0.8f
+
(
rand
()
%
10
)
/
10.0f
;
SoundManager
::
getInstance
().
playSound
(
SOUND_KING_RAT_2
);
setVelocity
(
Vector2D
(
x
,
y
).
vectorTo
(
game
().
getPlayerPosition
(),
KING_RAT_BERSERK_SPEED
));
}
}
frame
=
0
;
if
(
state
==
1
)
frame
=
3
;
else
if
(
state
==
3
||
state
==
6
)
{
frame
=
3
;
//0;
int
r
=
((
int
)(
age
*
10.0f
))
%
2
;
if
(
r
==
0
)
sprite
.
setScale
(
-1.0f
,
1.0f
);
else
sprite
.
setScale
(
1.0f
,
1.0f
);
}
else
if
(
state
==
4
)
{
int
r
=
((
int
)(
age
*
7.5f
))
%
4
;
if
(
r
==
1
)
frame
=
1
;
else
if
(
r
==
3
)
frame
=
2
;
}
else
if
(
state
==
5
)
{
frame
=
0
;
}
else
{
int
r
=
((
int
)(
age
*
5.0f
))
%
4
;
if
(
r
==
1
)
frame
=
1
;
else
if
(
r
==
3
)
frame
=
2
;
}
z
=
y
+
52
;
}
bool
KingRatEntity
::
hurt
(
int
damages
,
enumShotType
hurtingType
,
int
level
,
bool
critical
)
{
int
newDamages
=
damages
;
// berserk state protects
if
(
state
==
6
)
newDamages
=
damages
/
4
;
return
EnemyEntity
::
hurt
(
newDamages
,
hurtingType
,
level
,
critical
);
}
void
KingRatEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
width
/
2
+
25
;
boundingBox
.
width
=
width
-
50
;
boundingBox
.
top
=
(
int
)
y
-
height
/
2
+
25
;
boundingBox
.
height
=
height
-
35
;
}
void
KingRatEntity
::
afterWallCollide
()
{
if
(
state
==
4
)
{
state
=
5
;
timer
=
1.4f
;
velocity
.
x
*=
0.75f
;
velocity
.
y
*=
0.75f
;
SoundManager
::
getInstance
().
playSound
(
SOUND_BIG_WALL_IMPACT
);
game
().
makeShake
(
0.75f
);
}
}
void
KingRatEntity
::
collideMapRight
()
{
velocity
.
x
=
-
velocity
.
x
;
afterWallCollide
();
}
void
KingRatEntity
::
collideMapLeft
()
{
velocity
.
x
=
-
velocity
.
x
;
afterWallCollide
();
}
void
KingRatEntity
::
collideMapTop
()
{
velocity
.
y
=
-
velocity
.
y
;
afterWallCollide
();
}
void
KingRatEntity
::
collideMapBottom
()
{
velocity
.
y
=
-
velocity
.
y
;
afterWallCollide
();
}
void
KingRatEntity
::
drop
()
{
ItemEntity
*
newItem
=
new
ItemEntity
(
ItemBossHeart
,
x
,
y
);
newItem
->
setVelocity
(
Vector2D
(
100.0f
+
rand
()
%
250
));
newItem
->
setViscosity
(
0.96f
);
}
void
KingRatEntity
::
generateGreenRats
()
{
for
(
int
i
=
0
;
i
<
5
;
i
++
)
{
float
xr
=
x
+
-100
+
rand
()
%
200
;
float
yr
=
y
+
-100
+
rand
()
%
200
;
if
(
xr
>
OFFSET_X
+
TILE_WIDTH
*
1.5f
&&
xr
<
OFFSET_X
+
TILE_WIDTH
*
(
MAP_WIDTH
-
2
)
&&
yr
>
OFFSET_Y
+
TILE_HEIGHT
*
1.5f
&&
yr
<
OFFSET_Y
+
TILE_HEIGHT
*
(
MAP_HEIGHT
-
2
))
{
new
GreenRatEntity
(
xr
,
yr
);
}
else
i
--
;
}
}
void
KingRatEntity
::
render
(
sf
::
RenderTarget
*
app
)
{
EnemyEntity
::
render
(
app
);
if
(
state
==
6
)
{
int
r
=
((
int
)(
age
*
12.0f
))
%
2
;
if
(
r
==
0
)
sprite
.
setTextureRect
(
sf
::
IntRect
(
1
*
width
,
1
*
height
,
width
,
height
));
else
sprite
.
setTextureRect
(
sf
::
IntRect
(
2
*
width
,
1
*
height
,
-
width
,
height
));
sprite
.
setPosition
(
x
,
y
);
sprite
.
setColor
(
sf
::
Color
(
255
,
255
,
255
,
190
));
app
->
draw
(
sprite
);
sprite
.
setColor
(
sf
::
Color
(
255
,
255
,
255
,
255
));
}
renderLifeBar
(
app
,
tools
::
getLabel
(
"enemy_rat_king"
));
}
void
KingRatEntity
::
collideWithEnnemy
(
GameEntity
*
collidingEntity
)
{
EnemyEntity
*
entity
=
static_cast
<
EnemyEntity
*>
(
collidingEntity
);
if
(
entity
->
getMovingStyle
()
==
movWalking
)
{
inflictsRecoilTo
(
entity
);
}
}
void
KingRatEntity
::
inflictsRecoilTo
(
BaseCreatureEntity
*
targetEntity
)
{
if
(
state
==
4
||
state
==
6
)
{
Vector2D
recoilVector
=
Vector2D
(
x
,
y
).
vectorTo
(
Vector2D
(
targetEntity
->
getX
(),
targetEntity
->
getY
()),
KING_RAT_RUNNING_RECOIL
);
targetEntity
->
giveRecoil
(
true
,
recoilVector
,
1.0f
);
}
if
(
state
==
6
)
{
PlayerEntity
*
playerEntity
=
dynamic_cast
<
PlayerEntity
*>
(
targetEntity
);
if
(
playerEntity
!=
NULL
&&
!
playerEntity
->
isDead
())
{
Vector2D
recoilVector
=
Vector2D
(
targetEntity
->
getX
(),
targetEntity
->
getY
()).
vectorTo
(
Vector2D
(
x
,
y
),
KING_RAT_RUNNING_RECOIL
);
giveRecoil
(
true
,
recoilVector
,
1.0f
);
}
}
}
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KingRatEntity.cpp (8 KB)
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