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BatEntity.cpp
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BatEntity.cpp
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#include
"BatEntity.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"
const
int
BAT_ACCELERATION
=
10
;
BatEntity
::
BatEntity
(
float
x
,
float
y
,
EnumBatType
batType
,
bool
invocated
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_BAT
),
x
,
y
)
{
creatureSpeed
=
BAT_SPEED
;
velocity
=
Vector2D
(
creatureSpeed
);
imagesProLine
=
10
;
this
->
invocated
=
invocated
;
this
->
batType
=
batType
;
changingDelay
=
-0.5f
;
shadowFrame
=
9
;
movingStyle
=
movFlying
;
agonizingSound
=
SOUND_BAT_DYING
;
sprite
.
setOrigin
(
32.0f
,
26.0f
);
if
(
batType
==
BatStandard
)
{
enemyType
=
invocated
?
EnemyTypeBat_invocated
:
EnemyTypeBat
;
hp
=
BAT_HP
;
meleeDamages
=
BAT_DAMAGES
;
bloodColor
=
BloodRed
;
dyingFrame
=
8
;
deathFrame
=
FRAME_CORPSE_BAT
;
}
else
// BatSkeleton
{
enemyType
=
invocated
?
EnemyTypeBatSkeleton_invocated
:
EnemyTypeBatSkeleton
;
hp
=
BAT_HP
*
2
;
meleeDamages
=
8
;
bloodColor
=
BloodNone
;
dyingFrame
=
18
;
deathFrame
=
FRAME_CORPSE_BAT_SKELETON
;
}
}
void
BatEntity
::
animate
(
float
delay
)
{
if
(
!
isAgonising
)
{
changingDelay
-=
delay
;
if
(
changingDelay
<
0.0f
)
{
if
(
batType
!=
BatSkeleton
||
rand
()
%
3
==
0
)
{
velocity
=
Vector2D
(
creatureSpeed
);
acceleration
.
x
=
velocity
.
x
/
BAT_ACCELERATION
;
acceleration
.
y
=
velocity
.
y
/
BAT_ACCELERATION
;
computeFacingDirection
();
velocity
=
Vector2D
{
0
,
0
};
doesAccelerate
=
true
;
}
else
{
setVelocity
(
Vector2D
(
x
,
y
).
vectorTo
(
game
().
getPlayerPosition
(),
creatureSpeed
));
acceleration
.
x
=
velocity
.
x
/
BAT_ACCELERATION
;
acceleration
.
y
=
velocity
.
y
/
BAT_ACCELERATION
;
computeFacingDirection
();
velocity
=
Vector2D
{
0
,
0
};
doesAccelerate
=
true
;
}
changingDelay
=
0.5f
+
(
float
)(
rand
()
%
2500
)
/
1000.0f
;
}
if
(
age
<
0.0f
)
frame
=
1
;
else
{
switch
(
facingDirection
)
{
case
2
:
frame
=
0
;
break
;
case
4
:
frame
=
2
;
break
;
case
6
:
frame
=
4
;
break
;
case
8
:
frame
=
6
;
break
;
}
frame
+=
((
int
)(
age
*
7.0f
))
%
2
;
}
}
if
(
batType
==
BatSkeleton
)
frame
+=
10
;
EnemyEntity
::
animate
(
delay
);
}
void
BatEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
16
;
boundingBox
.
width
=
32
;
boundingBox
.
top
=
(
int
)
y
-
10
;
boundingBox
.
height
=
25
;
}
void
BatEntity
::
collideMapRight
()
{
velocity
.
x
=
-
velocity
.
x
;
acceleration
.
x
=
-
acceleration
.
x
;
if
(
recoil
.
active
)
recoil
.
velocity
.
x
=
-
recoil
.
velocity
.
x
;
else
computeFacingDirection
();
}
void
BatEntity
::
collideMapLeft
()
{
velocity
.
x
=
-
velocity
.
x
;
acceleration
.
x
=
-
acceleration
.
x
;
if
(
recoil
.
active
)
recoil
.
velocity
.
x
=
-
recoil
.
velocity
.
x
;
else
computeFacingDirection
();
}
void
BatEntity
::
collideMapTop
()
{
velocity
.
y
=
-
velocity
.
y
;
acceleration
.
y
=
-
acceleration
.
y
;
if
(
recoil
.
active
)
recoil
.
velocity
.
y
=
-
recoil
.
velocity
.
y
;
else
computeFacingDirection
();
}
void
BatEntity
::
collideMapBottom
()
{
velocity
.
y
=
-
velocity
.
y
;
acceleration
.
y
=
-
acceleration
.
y
;
if
(
recoil
.
active
)
recoil
.
velocity
.
y
=
-
recoil
.
velocity
.
y
;
else
computeFacingDirection
();
}
void
BatEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
if
(
entity
->
getEnemyType
()
!=
EnemyTypeSpiderWeb
&&
entity
->
getMovingStyle
()
==
movFlying
)
{
setVelocity
(
Vector2D
(
entity
->
getX
(),
entity
->
getY
()).
vectorTo
(
Vector2D
(
x
,
y
),
BAT_SPEED
));
computeFacingDirection
();
}
}
void
BatEntity
::
dying
()
{
EnemyEntity
::
dying
();
h
=
25.0f
;
}
void
BatEntity
::
drop
()
{
if
(
!
invocated
)
EnemyEntity
::
drop
();
}
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BatEntity.cpp (3 KB)
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