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ExplosionEntity.cpp
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ExplosionEntity.cpp
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#include
"ExplosionEntity.h"
#include
"BaseCreatureEntity.h"
#include
"sfml_game/ImageManager.h"
#include
"sfml_game/SoundManager.h"
#include
"sfml_game/SpriteEntity.h"
#include
"Constants.h"
#include
"WitchBlastGame.h"
#include
<iostream>
ExplosionEntity
::
ExplosionEntity
(
float
x
,
float
y
,
explosionTypeEnum
explosionType
,
int
damage
,
enemyTypeEnum
enemyType
,
bool
canHurtPlayer
)
:
SpriteEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_EXPLOSION
),
x
,
y
,
100
,
100
)
{
type
=
ENTITY_EXPLOSION
;
this
->
explosionType
=
explosionType
;
imagesProLine
=
6
;
lifetime
=
0.6f
;
this
->
canHurtPlayer
=
canHurtPlayer
;
this
->
damage
=
damage
;
switch
(
explosionType
)
{
case
ExplosionTypeStandard
:
frame
=
0
;
break
;
case
ExplosionTypeViolet
:
frame
=
6
;
break
;
}
sprite
.
setOrigin
(
50
,
50
);
testCollisions
();
}
void
ExplosionEntity
::
setCanHurtPlayer
(
bool
can
)
{
canHurtPlayer
=
can
;
}
void
ExplosionEntity
::
animate
(
float
delay
)
{
if
(
lifetime
>
0
)
{
if
(
age
>=
lifetime
)
isDying
=
true
;
}
age
+=
delay
;
z
=
y
+
height
/
2
;
frame
=
age
/
lifetime
*
6
;
if
(
frame
>
5
)
frame
=
5
;
switch
(
explosionType
)
{
case
ExplosionTypeStandard
:
break
;
case
ExplosionTypeViolet
:
frame
+=
6
;
break
;
}
}
void
ExplosionEntity
::
render
(
sf
::
RenderTarget
*
app
)
{
SpriteEntity
::
render
(
app
);
}
void
ExplosionEntity
::
dying
()
{
isDying
=
true
;
}
void
ExplosionEntity
::
testCollisions
()
{
EntityManager
::
EntityList
*
entityList
=
EntityManager
::
getInstance
().
getList
();
EntityManager
::
EntityList
::
iterator
it
;
for
(
it
=
entityList
->
begin
();
it
!=
entityList
->
end
();)
{
GameEntity
*
e
=
*
it
;
it
++
;
BaseCreatureEntity
*
entity
=
dynamic_cast
<
BaseCreatureEntity
*>
(
e
);
if
(
entity
!=
NULL
)
{
bool
ok
=
true
;
if
(
!
canHurtPlayer
&&
entity
->
getType
()
==
ENTITY_PLAYER
)
ok
=
false
;
if
(
ok
&&
entity
->
getHp
()
>
0
&&
entity
->
canCollide
())
{
entity
->
calculateBB
();
sf
::
IntRect
bb
;
bb
.
left
=
x
-
90
;
bb
.
width
=
180
;
bb
.
top
=
y
-
90
;
bb
.
height
=
180
;
if
(
bb
.
intersects
(
entity
->
getBoundingBox
()))
{
// TODO explosion type
if
(
damage
>
0
)
entity
->
hurt
(
BaseCreatureEntity
::
getHurtParams
(
damage
,
ShotTypeFire
,
0
,
false
,
SourceTypeExplosion
,
enemyType
,
false
));
Vector2D
recoilVector
=
Vector2D
(
x
,
y
).
vectorTo
(
Vector2D
(
entity
->
getX
(),
entity
->
getY
()),
800.0f
);
entity
->
giveRecoil
(
true
,
recoilVector
,
1.0f
);
}
}
}
}
}
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ExplosionEntity.cpp (2 KB)
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