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LargeSlimeEntity.cpp
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LargeSlimeEntity.cpp
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#include
"LargeSlimeEntity.h"
#include
"BoltEntity.h"
#include
"EnemyBoltEntity.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>
LargeSlimeEntity
::
LargeSlimeEntity
(
float
x
,
float
y
,
slimeTypeEnum
slimeType
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_GIANT_SLIME
),
x
,
y
)
{
width
=
128
;
height
=
128
;
creatureSpeed
=
GIANT_SLIME_SPEED
;
velocity
=
Vector2D
(
creatureSpeed
);
hp
=
GIANT_SLIME_HP
/
2
;
hpDisplay
=
hp
;
hpMax
=
hp
;
meleeDamages
=
GIANT_SLIME_DAMAGES
;
missileDelay
=
GIANT_SLIME_MISSILE_DELAY
;
type
=
ENTITY_ENEMY
;
bloodColor
=
BloodGreen
;
shadowFrame
=
3
;
imagesProLine
=
5
;
h
=
0.0f
;
age
=
-1.0f
;
this
->
slimeType
=
slimeType
;
changeToState
(
0
);
switch
(
slimeType
)
{
case
SlimeTypeBlue
:
resistance
[
ResistanceFrozen
]
=
ResistanceVeryHigh
;
resistance
[
ResistanceRecoil
]
=
ResistanceVeryHigh
;
resistance
[
ResistancePoison
]
=
ResistanceHigh
;
resistance
[
ResistanceIce
]
=
ResistanceVeryHigh
;
resistance
[
ResistanceFire
]
=
ResistanceVeryLow
;
enemyType
=
EnemyTypeSlimeBlueLarge
;
meleeType
=
ShotTypeIce
;
fireSound
=
SOUND_BLAST_ICE
;
fireType
=
ShotTypeIce
;
fireDamage
=
8
;
baseFrame
=
10
;
break
;
case
SlimeTypeRed
:
resistance
[
ResistanceFrozen
]
=
ResistanceHigh
;
resistance
[
ResistanceRecoil
]
=
ResistanceVeryHigh
;
resistance
[
ResistancePoison
]
=
ResistanceHigh
;
resistance
[
ResistanceIce
]
=
ResistanceVeryLow
;
resistance
[
ResistanceFire
]
=
ResistanceVeryHigh
;
enemyType
=
EnemyTypeSlimeRedLarge
;
fireSound
=
SOUND_BLAST_FIRE
;
fireType
=
ShotTypeFire
;
fireDamage
=
12
;
baseFrame
=
5
;
break
;
case
SlimeTypeViolet
:
resistance
[
ResistanceFrozen
]
=
ResistanceHigh
;
resistance
[
ResistanceRecoil
]
=
ResistanceVeryHigh
;
resistance
[
ResistancePoison
]
=
ResistanceHigh
;
enemyType
=
EnemyTypeSlimeLarge
;
fireSound
=
SOUND_BLAST_FLOWER
;
fireType
=
ShotTypeStandard
;
fireDamage
=
8
;
baseFrame
=
15
;
break
;
case
SlimeTypeStandard
:
resistance
[
ResistanceFrozen
]
=
ResistanceHigh
;
resistance
[
ResistanceRecoil
]
=
ResistanceVeryHigh
;
resistance
[
ResistancePoison
]
=
ResistanceHigh
;
enemyType
=
EnemyTypeSlimeLarge
;
fireSound
=
SOUND_BLAST_FLOWER
;
fireType
=
ShotTypeStandard
;
fireDamage
=
8
;
baseFrame
=
0
;
break
;
}
frame
=
baseFrame
;
sprite
.
setOrigin
(
64
,
84
);
canExplode
=
false
;
}
void
LargeSlimeEntity
::
changeToState
(
int
n
)
{
if
(
n
==
0
)
// walking
{
state
=
0
;
counter
=
5
+
rand
()
%
7
;
timer
=
-1.0f
;
viscosity
=
1.0f
;
}
else
if
(
n
==
1
||
n
==
3
||
n
==
5
||
n
==
8
)
// waiting
{
state
=
n
;
timer
=
1.2f
;
setVelocity
(
Vector2D
(
0.0f
,
0.0f
));
}
else
if
(
n
==
2
)
// jumping
{
state
=
2
;
timer
=
4.0f
;
viscosity
=
0.991f
;
SoundManager
::
getInstance
().
playSound
(
SOUND_SLIME_JUMP
);
hVelocity
=
420.0f
+
rand
()
%
380
;
isFirstJumping
=
true
;
float
randVel
=
350.0f
+
rand
()
%
200
;
if
(
rand
()
%
2
==
0
)
{
float
tan
=
(
game
().
getPlayer
()
->
getX
()
-
x
)
/
(
game
().
getPlayer
()
->
getY
()
-
y
);
float
angle
=
atan
(
tan
);
if
(
game
().
getPlayer
()
->
getY
()
>
y
)
setVelocity
(
Vector2D
(
sin
(
angle
)
*
randVel
,
cos
(
angle
)
*
randVel
));
else
setVelocity
(
Vector2D
(
-
sin
(
angle
)
*
randVel
,
-
cos
(
angle
)
*
randVel
));
}
else
velocity
=
Vector2D
(
randVel
);
}
else
if
(
n
==
4
)
// walking
{
state
=
4
;
if
(
hp
<=
hpMax
/
4
)
counter
=
10
;
if
(
hp
<=
hpMax
/
2
)
counter
=
8
;
else
counter
=
6
;
timer
=
GIANT_SLIME_MISSILE_DELAY
;
}
}
void
LargeSlimeEntity
::
animate
(
float
delay
)
{
if
(
age
<=
0.0f
)
{
age
+=
delay
;
return
;
}
EnemyEntity
::
animate
(
delay
);
if
(
specialState
[
SpecialStateIce
].
active
)
delay
*=
specialState
[
SpecialStateIce
].
param1
;
timer
-=
delay
;
frame
=
0
;
if
(
timer
<=
0.0f
)
{
if
(
state
==
0
)
// walking
{
counter
--
;
if
(
counter
>=
0
)
{
timer
=
0.5f
;
if
(
hp
<=
hpMax
/
4
)
creatureSpeed
=
GIANT_SLIME_SPEED
*
1.4f
;
if
(
hp
<=
hpMax
/
2
)
creatureSpeed
=
GIANT_SLIME_SPEED
*
1.2f
;
else
creatureSpeed
=
GIANT_SLIME_SPEED
;
setVelocity
(
Vector2D
(
x
,
y
).
vectorTo
(
game
().
getPlayerPosition
(),
GIANT_SLIME_SPEED
));
}
else
{
int
r
=
rand
()
%
2
;
if
(
r
==
0
)
changeToState
(
1
);
else
changeToState
(
3
);
}
}
else
if
(
state
==
1
)
// waiting for jumping
{
changeToState
(
2
);
}
else
if
(
state
==
2
)
// jumping
{
changeToState
(
8
);
}
else
if
(
state
==
3
)
{
changeToState
(
4
);
}
else
if
(
state
==
4
)
// walking
{
counter
--
;
if
(
counter
>=
0
)
{
if
(
hp
<=
hpMax
/
4
)
timer
=
missileDelay
*
0.6f
;
if
(
hp
<=
hpMax
/
2
)
timer
=
missileDelay
*
0.8f
;
else
timer
=
missileDelay
;
fire
();
}
else
{
changeToState
(
8
);
}
}
else
if
(
state
==
8
)
// jump
{
changeToState
(
0
);
// fall
}
}
if
(
state
==
0
)
// walking
{
frame
=
((
int
)(
age
*
2.0f
))
%
2
;
}
else
if
(
state
==
1
||
state
==
5
)
// waiting to jump
{
if
(
timer
<
0.25f
)
frame
=
1
;
else
frame
=
0
;
}
else
if
(
state
==
2
)
// jumping
{
hVelocity
-=
700.0f
*
delay
;
h
+=
hVelocity
*
delay
;
if
(
h
<=
0.0f
)
{
if
(
hp
<=
0
)
dying
();
else
{
h
=
0.0f
;
if
(
isFirstJumping
)
{
isFirstJumping
=
false
;
hVelocity
=
160.0f
;
SoundManager
::
getInstance
().
playSound
(
SOUND_SLIME_IMAPCT
);
}
else
{
SoundManager
::
getInstance
().
playSound
(
SOUND_SLIME_IMAPCT_WEAK
);
viscosity
=
0.96f
;
changeToState
(
0
);
}
}
}
if
(
hVelocity
>
0.0f
)
frame
=
2
;
else
frame
=
0
;
}
isMirroring
=
(
frame
==
2
)
&&
(
velocity
.
x
<
0.0f
);
frame
+=
baseFrame
;
z
=
y
+
26
;
}
void
LargeSlimeEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
width
/
2
+
GIANT_SLIME_BB_LEFT
;
boundingBox
.
width
=
width
-
GIANT_SLIME_BB_WIDTH_DIFF
;
boundingBox
.
top
=
(
int
)
y
-
height
/
2
+
40
;
boundingBox
.
height
=
height
-
76
;
}
void
LargeSlimeEntity
::
collideMapRight
()
{
velocity
.
x
=
-
velocity
.
x
;
}
void
LargeSlimeEntity
::
collideMapLeft
()
{
velocity
.
x
=
-
velocity
.
x
;
}
void
LargeSlimeEntity
::
collideMapTop
()
{
velocity
.
y
=
-
velocity
.
y
;
}
void
LargeSlimeEntity
::
collideMapBottom
()
{
velocity
.
y
=
-
velocity
.
y
;
}
void
LargeSlimeEntity
::
dying
()
{
isDying
=
true
;
game
().
addKilledEnemy
(
enemyType
,
hurtingType
);
if
(
slimeType
==
SlimeTypeBlue
)
game
().
addCorpse
(
x
,
y
,
FRAME_CORPSE_GIANT_SLIME_BLUE
);
else
if
(
slimeType
==
SlimeTypeRed
)
game
().
addCorpse
(
x
,
y
,
FRAME_CORPSE_GIANT_SLIME_RED
);
else
if
(
slimeType
==
SlimeTypeStandard
)
game
().
addCorpse
(
x
,
y
,
FRAME_CORPSE_GIANT_SLIME
);
float
xSlime
=
x
;
float
ySlime
=
y
;
if
(
x
<=
1.5
*
TILE_WIDTH
)
x
=
1.5f
*
TILE_WIDTH
+
2
;
else
if
(
x
>=
TILE_WIDTH
*
MAP_WIDTH
-
1.5f
*
TILE_WIDTH
)
x
=
TILE_WIDTH
*
MAP_WIDTH
-
1.5f
*
TILE_WIDTH
-3
;
if
(
y
<=
1.5
*
TILE_HEIGHT
)
y
=
1.5
*
TILE_HEIGHT
+
2
;
else
if
(
y
>=
TILE_HEIGHT
*
MAP_HEIGHT
-
1.5f
*
TILE_HEIGHT
)
y
=
TILE_HEIGHT
*
MAP_HEIGHT
-
1.5f
*
TILE_HEIGHT
-3
;
for
(
int
i
=
0
;
i
<
9
;
i
++
)
{
game
().
generateBlood
(
xSlime
,
ySlime
,
bloodColor
);
if
(
i
%
2
==
0
)
{
switch
(
slimeType
)
{
case
SlimeTypeBlue
:
new
SlimeEntity
(
x
,
y
,
SlimeTypeBlue
,
true
);
break
;
case
SlimeTypeRed
:
new
SlimeEntity
(
x
,
y
,
SlimeTypeRed
,
true
);
break
;
case
SlimeTypeViolet
:
new
SlimeEntity
(
x
,
y
,
SlimeTypeViolet
,
true
);
break
;
default
:
new
SlimeEntity
(
x
,
y
,
SlimeTypeStandard
,
true
);
break
;
}
}
}
game
().
makeShake
(
1.0f
);
SoundManager
::
getInstance
().
playSound
(
SOUND_SLIME_SMASH
);
ItemEntity
*
newItem
=
new
ItemEntity
(
ItemSilverCoin
,
x
,
y
);
newItem
->
setVelocity
(
Vector2D
(
100.0f
+
rand
()
%
250
));
newItem
->
setViscosity
(
0.96f
);
SpriteEntity
*
star
=
new
SpriteEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_GIANT_SLIME
),
x
,
y
,
128
,
128
,
8
);
star
->
setFrame
(
4
);
star
->
setFading
(
true
);
star
->
setZ
(
y
+
100
);
star
->
setAge
(
-0.4f
);
star
->
setLifetime
(
0.3f
);
star
->
setType
(
ENTITY_EFFECT
);
star
->
setSpin
(
400.0f
);
}
void
LargeSlimeEntity
::
render
(
sf
::
RenderTarget
*
app
)
{
if
(
!
isDying
)
{
// shadow
sprite
.
setPosition
(
x
,
y
);
if
(
isMirroring
)
sprite
.
setTextureRect
(
sf
::
IntRect
(
shadowFrame
*
width
+
width
,
0
,
-
width
,
height
));
else
sprite
.
setTextureRect
(
sf
::
IntRect
(
shadowFrame
*
width
,
0
,
width
,
height
));
app
->
draw
(
sprite
);
}
sprite
.
setPosition
(
x
,
y
-
h
);
if
(
isMirroring
)
sprite
.
setTextureRect
(
sf
::
IntRect
(
(
frame
%
5
)
*
width
+
width
,
(
frame
/
5
)
*
height
,
-
width
,
height
));
else
sprite
.
setTextureRect
(
sf
::
IntRect
((
frame
%
5
)
*
width
,
(
frame
/
5
)
*
height
,
width
,
height
));
app
->
draw
(
sprite
);
if
(
game
().
getShowLogical
())
{
displayBoundingBox
(
app
);
displayCenterAndZ
(
app
);
}
}
void
LargeSlimeEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
if
(
entity
->
getMovingStyle
()
==
movWalking
)
{
inflictsRecoilTo
(
entity
);
}
}
void
LargeSlimeEntity
::
inflictsRecoilTo
(
BaseCreatureEntity
*
targetEntity
)
{
if
(
state
==
7
)
{
Vector2D
recoilVector
=
Vector2D
(
x
,
y
).
vectorTo
(
Vector2D
(
targetEntity
->
getX
(),
targetEntity
->
getY
()),
KING_RAT_RUNNING_RECOIL
);
targetEntity
->
giveRecoil
(
true
,
recoilVector
,
1.0f
);
}
}
bool
LargeSlimeEntity
::
canCollide
()
{
return
h
<=
70.0f
;
}
BaseCreatureEntity
::
enumMovingStyle
LargeSlimeEntity
::
getMovingStyle
()
{
if
(
h
<=
70.0f
)
return
movWalking
;
else
return
movFlying
;
}
void
LargeSlimeEntity
::
fire
()
{
SoundManager
::
getInstance
().
playSound
(
fireSound
);
EnemyBoltEntity
*
bolt
=
new
EnemyBoltEntity
(
x
,
y
+
10
,
fireType
,
0
,
enemyType
);
bolt
->
setDamages
(
fireDamage
);
bolt
->
setVelocity
(
Vector2D
(
x
,
y
).
vectorTo
(
game
().
getPlayerPosition
(),
GIANT_SLIME_FIRE_VELOCITY
));
}
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Expires
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LargeSlimeEntity.cpp (10 KB)
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R78 witchblast
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