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ObstacleEntity.cpp
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ObstacleEntity.cpp
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#include
"BoltEntity.h"
#include
"EnemyBoltEntity.h"
#include
"ExplosionEntity.h"
#include
"sfml_game/SpriteEntity.h"
#include
"sfml_game/ImageManager.h"
#include
"sfml_game/SoundManager.h"
#include
"Constants.h"
#include
"WitchBlastGame.h"
#include
"ObstacleEntity.h"
ObstacleEntity
::
ObstacleEntity
(
float
x
,
float
y
,
int
objectFrame
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_DESTROYABLE
),
x
,
y
)
{
imagesProLine
=
3
;
type
=
ENTITY_ENEMY_NC
;
enemyType
=
EnemyTypeDestroyable
;
movingStyle
=
movWalking
;
explosive
=
false
;
dyingSound
=
SOUND_BARREL_SMASH
;
hurtingSound
=
SOUND_BARREL_HIT
;
bloodColor
=
BloodNone
;
obstacleBloodType
=
BloodBarrel
;
deathFrame
=
FRAME_CORPSE_SLIME_VIOLET
;
age
=
0.0f
;
frame
=
0
;
objectIndex
=
objectFrame
;
xGrid
=
x
/
TILE_WIDTH
;
yGrid
=
y
/
TILE_HEIGHT
;
game
().
getCurrentMap
()
->
setObjectTile
(
xGrid
,
yGrid
,
objectFrame
);
game
().
getCurrentMap
()
->
setLogicalTile
(
xGrid
,
yGrid
,
LogicalDestroyable
);
// hp
if
(
objectIndex
==
MAPOBJ_BARREL
||
objectIndex
==
MAPOBJ_BARREL_NO_DROP
||
objectIndex
==
MAPOBJ_BARREL_EXPL
||
objectIndex
==
MAPOBJ_SKULL
)
{
hp
=
18
;
hpMax
=
18
;
}
else
if
(
objectIndex
==
MAPOBJ_BARREL
+
1
||
objectIndex
==
MAPOBJ_BARREL_NO_DROP
+
1
||
objectIndex
==
MAPOBJ_BARREL_EXPL
+
1
||
objectIndex
==
MAPOBJ_SKULL
+
1
)
{
hp
=
12
;
hpMax
=
12
;
}
else
if
(
objectIndex
==
MAPOBJ_BARREL
+
2
||
objectIndex
==
MAPOBJ_BARREL_NO_DROP
+
2
||
objectIndex
==
MAPOBJ_BARREL_EXPL
+
2
||
objectIndex
==
MAPOBJ_SKULL
+
2
)
{
hp
=
6
;
hpMax
=
6
;
}
if
(
objectIndex
>=
MAPOBJ_BARREL_EXPL
&&
objectIndex
<
MAPOBJ_BARREL_EXPL
+
3
)
{
obstacleBloodType
=
BloodBarrelPowder
;
explosive
=
true
;
initialFrame
=
3
;
initialObjectIndex
=
MAPOBJ_BARREL_EXPL
;
frame
=
3
+
objectIndex
-
MAPOBJ_BARREL_EXPL
;
}
else
if
(
objectIndex
>=
MAPOBJ_BARREL
&&
objectIndex
<
MAPOBJ_BARREL
+
3
)
{
initialFrame
=
0
;
initialObjectIndex
=
MAPOBJ_BARREL
;
frame
=
objectIndex
-
MAPOBJ_BARREL
;
}
else
if
(
objectIndex
>=
MAPOBJ_BARREL_NO_DROP
&&
objectIndex
<
MAPOBJ_BARREL_NO_DROP
+
3
)
{
initialFrame
=
0
;
initialObjectIndex
=
MAPOBJ_BARREL_NO_DROP
;
frame
=
objectIndex
-
MAPOBJ_BARREL_NO_DROP
;
}
else
if
(
objectIndex
>=
MAPOBJ_SKULL
&&
objectIndex
<
MAPOBJ_SKULL
+
3
)
{
obstacleBloodType
=
BloodSkull
;
initialFrame
=
6
;
initialObjectIndex
=
MAPOBJ_SKULL
;
frame
=
6
+
objectIndex
-
MAPOBJ_SKULL
;
}
resistance
[
ResistanceFrozen
]
=
ResistanceImmune
;
resistance
[
ResistanceRecoil
]
=
ResistanceImmune
;
resistance
[
ResistanceFire
]
=
ResistanceVeryLow
;
resistance
[
ResistancePoison
]
=
ResistanceImmune
;
canExplode
=
false
;
}
int
ObstacleEntity
::
getObjectIndex
()
{
return
objectIndex
;
}
void
ObstacleEntity
::
animate
(
float
delay
)
{
testSpriteCollisions
();
}
void
ObstacleEntity
::
render
(
sf
::
RenderTarget
*
app
)
{
EnemyEntity
::
render
(
app
);
}
void
ObstacleEntity
::
dying
()
{
EnemyEntity
::
dying
();
game
().
getCurrentMap
()
->
setObjectTile
(
xGrid
,
yGrid
,
0
);
game
().
getCurrentMap
()
->
setLogicalTile
(
xGrid
,
yGrid
,
LogicalFloor
);
for
(
int
i
=
0
;
i
<
10
;
i
++
)
game
().
generateBlood
(
x
,
y
,
obstacleBloodType
);
if
(
explosive
)
{
new
ExplosionEntity
(
x
,
y
,
ExplosionTypeStandard
,
16
,
EnemyTypeNone
,
true
);
SoundManager
::
getInstance
().
playSound
(
SOUND_BOOM_00
);
game
().
addCorpse
(
x
,
y
,
deathFrame
);
}
}
void
ObstacleEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
30
;
boundingBox
.
width
=
60
;
boundingBox
.
top
=
(
int
)
y
-
30
;
boundingBox
.
height
=
60
;
}
void
ObstacleEntity
::
drop
()
{
if
(
initialObjectIndex
==
MAPOBJ_BARREL
||
initialObjectIndex
==
MAPOBJ_SKULL
)
EnemyEntity
::
drop
();
}
void
ObstacleEntity
::
readCollidingEntity
(
CollidingSpriteEntity
*
entity
)
{
if
(
entity
==
this
)
return
;
if
(
!
isDying
&&
!
isAgonising
&&
collideWithEntity
(
entity
))
{
if
(
entity
->
getType
()
==
ENTITY_BOLT
)
{
BoltEntity
*
boltEntity
=
dynamic_cast
<
BoltEntity
*>
(
entity
);
if
(
!
boltEntity
->
getDying
()
&&
boltEntity
->
getAge
()
>
0.05f
)
{
EnemyEntity
::
collideWithBolt
(
boltEntity
);
correctFrame
();
}
}
else
if
(
entity
->
getType
()
==
ENTITY_ENEMY_BOLT
)
{
EnemyBoltEntity
*
boltEntity
=
dynamic_cast
<
EnemyBoltEntity
*>
(
entity
);
if
(
!
boltEntity
->
getDying
()
&&
boltEntity
->
getAge
()
>
0.05f
)
{
EnemyEntity
::
collideWithBolt
(
boltEntity
);
correctFrame
();
}
}
else
if
(
entity
->
getType
()
>=
ENTITY_ENEMY
&&
entity
->
getType
()
<=
ENTITY_ENEMY_MAX
)
{
EnemyEntity
*
enemyEntity
=
dynamic_cast
<
EnemyEntity
*>
(
entity
);
if
(
!
enemyEntity
->
getDying
()
&&
enemyEntity
->
canCollide
()
&&
enemyEntity
->
getMovingStyle
()
!=
movFlying
)
{
hurt
(
getHurtParams
(
hp
,
ShotTypeStandard
,
0
,
false
,
SourceTypeMelee
,
enemyEntity
->
getEnemyType
(),
false
));
}
}
}
}
void
ObstacleEntity
::
correctFrame
()
{
if
(
hp
>
0
)
{
if
(
(
hp
-
1
)
/
6
==
1
)
{
frame
=
initialFrame
+
1
;
objectIndex
=
initialObjectIndex
+
1
;
}
else
if
(
(
hp
-
1
)
/
6
==
0
)
{
frame
=
initialFrame
+
2
;
objectIndex
=
initialObjectIndex
+
2
;
}
game
().
getCurrentMap
()
->
setObjectTile
(
xGrid
,
yGrid
,
objectIndex
);
}
}
int
ObstacleEntity
::
hurt
(
StructHurt
hurtParam
)
{
int
oldHp
=
hp
;
int
result
=
EnemyEntity
::
hurt
(
hurtParam
);
int
diff
=
oldHp
-
hp
;
for
(
int
i
=
0
;
i
<
diff
;
i
++
)
game
().
generateBlood
(
x
,
y
,
obstacleBloodType
);
return
result
;
}
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ObstacleEntity.cpp (5 KB)
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R78 witchblast
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