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RockMissileEntity.cpp
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RockMissileEntity.cpp
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#include
"RockMissileEntity.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"
RockMissileEntity
::
RockMissileEntity
(
float
x
,
float
y
,
int
rockType
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_CYCLOP
),
x
,
y
)
{
Vector2D
targetPos
=
game
().
getPlayerPosition
();
imagesProLine
=
20
;
collisionDirection
=
-1
;
enemyType
=
EnemyTypeRockMissile
;
movingStyle
=
movFlying
;
bloodColor
=
BloodNone
;
// stones don't bleed
hasCollided
=
false
;
age
=
0.0f
;
this
->
rockType
=
rockType
;
if
(
rockType
==
0
)
{
creatureSpeed
=
500.0f
;
hp
=
12
;
meleeDamages
=
5
;
frame
=
18
;
}
else
{
creatureSpeed
=
450.0f
;
hp
=
24
;
meleeDamages
=
8
;
frame
=
38
;
}
setVelocity
(
Vector2D
(
x
,
y
).
vectorNearlyTo
(
targetPos
,
creatureSpeed
,
0.4f
));
canExplode
=
false
;
if
(
y
<
TILE_HEIGHT
)
this
->
y
=
TILE_HEIGHT
;
if
(
!
testEntityInMap
())
isDying
=
true
;
resistance
[
ResistancePoison
]
=
ResistanceImmune
;
}
void
RockMissileEntity
::
animate
(
float
delay
)
{
EnemyEntity
::
animate
(
delay
);
if
(
x
<
-60
||
x
>
1050
||
y
<
-
50
||
y
>
800
)
isDying
=
true
;
}
void
RockMissileEntity
::
calculateBB
()
{
int
w
;
if
(
rockType
==
0
)
w
=
20
;
else
w
=
24
;
boundingBox
.
left
=
(
int
)
x
-
w
/
2
;
boundingBox
.
width
=
w
;
boundingBox
.
top
=
(
int
)
y
-
w
/
2
;
boundingBox
.
height
=
w
;
}
void
RockMissileEntity
::
collideWall
()
{
if
(
rockType
==
1
&&
!
hasCollided
)
{
hasCollided
=
true
;
if
(
collisionDirection
==
DIRECTION_RIGHT
||
collisionDirection
==
DIRECTION_LEFT
)
velocity
.
x
=
-
velocity
.
x
;
else
velocity
.
y
=
-
velocity
.
y
;
}
else
{
dying
();
}
}
void
RockMissileEntity
::
collideMapRight
()
{
collisionDirection
=
DIRECTION_RIGHT
;
collideWall
();
}
void
RockMissileEntity
::
collideMapLeft
()
{
collisionDirection
=
DIRECTION_LEFT
;
collideWall
();
}
void
RockMissileEntity
::
collideMapTop
()
{
collisionDirection
=
DIRECTION_TOP
;
collideWall
();
}
void
RockMissileEntity
::
collideMapBottom
()
{
collisionDirection
=
DIRECTION_BOTTOM
;
collideWall
();
}
void
RockMissileEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
}
void
RockMissileEntity
::
dying
()
{
isDying
=
true
;
game
().
addKilledEnemy
(
enemyType
,
hurtingType
);
SoundManager
::
getInstance
().
playSound
(
rockType
==
0
?
SOUND_ROCK_IMPACT_LIGHT
:
SOUND_ROCK_IMPACT_MEDIUM
);
game
().
makeShake
(
0.1f
);
for
(
int
i
=
0
;
i
<
4
;
i
++
)
{
displayEntityStruct
&
de
=
game
().
getCurrentMapEntity
()
->
generateBlood
(
x
,
y
,
BloodRock
);
if
((
collisionDirection
==
DIRECTION_LEFT
)
&&
(
de
.
velocity
.
x
<
0.0f
))
de
.
velocity
.
x
*=
-0.25f
;
else
if
((
collisionDirection
==
DIRECTION_RIGHT
)
&&
(
de
.
velocity
.
x
>
0.0f
))
de
.
velocity
.
x
*=
-0.25f
;
else
if
((
collisionDirection
==
DIRECTION_TOP
)
&&
(
de
.
velocity
.
y
<
0.0f
))
de
.
velocity
.
y
*=
-0.25f
;
else
if
((
collisionDirection
==
DIRECTION_BOTTOM
)
&&
(
de
.
velocity
.
y
>
0.0f
))
de
.
velocity
.
y
*=
-0.25f
;
}
}
void
RockMissileEntity
::
inflictsRecoilTo
(
BaseCreatureEntity
*
targetEntity
)
{
PlayerEntity
*
playerEntity
=
dynamic_cast
<
PlayerEntity
*>
(
targetEntity
);
if
(
playerEntity
!=
NULL
&&
!
playerEntity
->
isDead
())
{
Vector2D
recoilVector
=
Vector2D
(
0
,
0
).
vectorTo
(
getVelocity
(),
600.0f
);
targetEntity
->
giveRecoil
(
true
,
recoilVector
,
0.5f
);
}
}
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RockMissileEntity.cpp (3 KB)
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