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VampireEntity.h
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VampireEntity.h

#ifndef VAMPIREENTITY_H
#define VAMPIREENTITY_H
#include "EnemyEntity.h"
#include "PlayerEntity.h"
class VampireEntity : public EnemyEntity
{
public:
VampireEntity(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 drop();
virtual int hurt(StructHurt hurtParam) override;
void computeStates(float delay);
int getHealthLevel();
virtual void prepareDying() override;
private:
float timer;
float batTimer;
int state;
int targetPos;
float xSource, ySource;
int formState;
sf::Sprite batSprite;
int bodyFrame;
int numberOfRays;
int raySpeedFactor;
int moveCounter;
void renderRays(sf::RenderTarget* app, bool isGhost);
void testRaysCollision();
void calculatePosition();
void generateBats(int batFrame);
};
class VampireDeadEntity : public EnemyEntity
{
public:
VampireDeadEntity(float x, float y);
virtual void calculateBB();
virtual void animate(float delay);
virtual void readCollidingEntity(CollidingSpriteEntity* entity);
virtual void inflictsRecoilTo(BaseCreatureEntity* targetEntity);
protected:
virtual void drop();
};
#endif // VAMPIREENTITY_H

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