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BlackRatEntity.cpp
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BlackRatEntity.cpp
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#include
"BlackRatEntity.h"
#include
"BoltEntity.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"
BlackRatEntity
::
BlackRatEntity
(
float
x
,
float
y
,
ratBlackTypeEnum
ratType
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_RAT
),
x
,
y
),
currentTile
(
0
,
0
),
targetTile
(
0
,
0
)
{
this
->
ratType
=
ratType
;
imagesProLine
=
10
;
if
(
ratType
==
RatBlackTypeNormal
)
{
frame
=
21
;
dyingFrame
=
29
;
deathFrame
=
FRAME_CORPSE_BLACK_RAT
;
enemyType
=
EnemyTypeRatBlack
;
hp
=
BLACK_RAT_HP
;
creatureSpeed
=
BLACK_RAT_SPEED
;
}
else
//(ratType == RatBlackTypeHelmet)
{
frame
=
41
;
dyingFrame
=
49
;
deathFrame
=
FRAME_CORPSE_BLACK_RAT_HELMET
;
enemyType
=
EnemyTypeRatBlackHelmet
;
hp
=
BLACK_RAT_HP_HELMET
;
creatureSpeed
=
BLACK_RAT_SPEED_HELMET
;
}
meleeDamages
=
BLACK_RAT_DAMAGES
;
bloodColor
=
BloodRed
;
shadowFrame
=
-1
;
agonizingSound
=
SOUND_RAT_DYING
;
currentDirection
=
0
;
sprite
.
setOrigin
(
32.0f
,
38.0f
);
findNextGoal
();
}
void
BlackRatEntity
::
animate
(
float
delay
)
{
if
(
age
>
0.0f
&&
!
isAgonising
)
{
// goal reached ?
if
(
currentDirection
==
6
&&
x
>
(
targetTile
.
x
*
TILE_WIDTH
+
TILE_WIDTH
/
2
)
)
findNextGoal
();
else
if
(
currentDirection
==
4
&&
x
<
(
targetTile
.
x
*
TILE_WIDTH
+
TILE_WIDTH
/
2
)
)
findNextGoal
();
else
if
(
currentDirection
==
2
&&
y
>
(
targetTile
.
y
*
TILE_HEIGHT
+
TILE_HEIGHT
/
2
-
5
)
)
findNextGoal
();
else
if
(
currentDirection
==
8
&&
y
<
(
targetTile
.
y
*
TILE_HEIGHT
+
TILE_HEIGHT
/
2
-
5
)
)
findNextGoal
();
checkNextFacing
(
delay
);
frame
=
((
int
)(
age
*
5.0f
))
%
4
;
if
(
frame
==
3
)
frame
=
1
;
if
(
facingDirection
==
4
||
facingDirection
==
6
)
frame
+=
3
;
isMirroring
=
(
facingDirection
==
6
);
if
(
facingDirection
==
8
)
frame
+=
6
;
if
(
ratType
==
RatBlackTypeHelmet
)
frame
+=
40
;
else
frame
+=
20
;
}
EnemyEntity
::
animate
(
delay
);
z
=
y
+
17
;
}
void
BlackRatEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
width
/
2
+
RAT_BB_LEFT
;
boundingBox
.
width
=
width
-
RAT_BB_WIDTH_DIFF
;
boundingBox
.
top
=
(
int
)
y
-
13
;
boundingBox
.
height
=
31
;
}
void
BlackRatEntity
::
collideMapRight
()
{
if
(
recoil
.
active
)
recoil
.
active
=
false
;
findNextGoal
();
}
void
BlackRatEntity
::
collideMapLeft
()
{
if
(
recoil
.
active
)
recoil
.
active
=
false
;
findNextGoal
();
}
void
BlackRatEntity
::
collideMapTop
()
{
if
(
recoil
.
active
)
recoil
.
active
=
false
;
findNextGoal
();
}
void
BlackRatEntity
::
collideMapBottom
()
{
if
(
recoil
.
active
)
recoil
.
active
=
false
;
findNextGoal
();
}
void
BlackRatEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
if
(
entity
->
getMovingStyle
()
==
movWalking
)
{
int
oldDirection
=
currentDirection
;
if
(
currentDirection
==
6
&&
entity
->
getX
()
>
x
)
{
currentDirection
=
4
;
targetTile
=
IntCoord
(
currentTile
.
x
-
1
,
currentTile
.
y
);
}
else
if
(
currentDirection
==
4
&&
entity
->
getX
()
<
x
)
{
currentDirection
=
6
;
targetTile
=
IntCoord
(
currentTile
.
x
+
1
,
currentTile
.
y
);
}
else
if
(
currentDirection
==
8
&&
entity
->
getY
()
<
y
)
{
currentDirection
=
2
;
targetTile
=
IntCoord
(
currentTile
.
x
,
currentTile
.
y
+
1
);
}
else
if
(
currentDirection
==
2
&&
entity
->
getY
()
>
y
)
{
currentDirection
=
8
;
targetTile
=
IntCoord
(
currentTile
.
x
,
currentTile
.
y
-
1
);
}
if
(
oldDirection
!=
currentDirection
)
{
switch
(
currentDirection
)
{
case
4
:
velocity
.
x
=
-
creatureSpeed
;
velocity
.
y
=
0.0f
;
break
;
case
6
:
velocity
.
x
=
+
creatureSpeed
;
velocity
.
y
=
0.0f
;
break
;
case
2
:
velocity
.
y
=
+
creatureSpeed
;
velocity
.
x
=
0.0f
;
break
;
case
8
:
velocity
.
y
=
-
creatureSpeed
;
velocity
.
x
=
0.0f
;
break
;
default
:
break
;
}
acceleration
=
{
0
,
0
};
nextFacingDirection
=
currentDirection
;
}
}
}
void
BlackRatEntity
::
findNextGoal
()
{
currentTile
=
getCurrentTile
();
DungeonMap
*
dMap
=
game
().
getCurrentMap
();
int
backDirection
=
0
;
int
oldDirection
=
currentDirection
;
switch
(
currentDirection
)
{
case
4
:
backDirection
=
6
;
break
;
case
6
:
backDirection
=
4
;
break
;
case
2
:
backDirection
=
8
;
break
;
case
8
:
backDirection
=
2
;
break
;
default
:
break
;
}
bool
ok
=
false
;
{
int
r
=
0
;
while
(
!
ok
)
{
r
++
;
if
(
r
==
150
)
// watchdog
ok
=
true
;
else
if
(
r
==
40
)
{
backDirection
=
5
;
}
int
newDir
=
rand
()
%
4
;
if
(
newDir
==
0
)
{
if
(
backDirection
!=
4
&&
currentTile
.
x
>
1
&&
(
currentTile
.
y
%
2
!=
0
)
&&
dMap
->
isWalkable
(
currentTile
.
x
-
1
,
currentTile
.
y
))
{
currentDirection
=
4
;
targetTile
=
IntCoord
(
currentTile
.
x
-
1
,
currentTile
.
y
);
ok
=
true
;
}
}
else
if
(
newDir
==
1
)
{
if
(
backDirection
!=
6
&&
currentTile
.
x
<
MAP_WIDTH
-
2
&&
(
currentTile
.
y
%
2
!=
0
)
&&
dMap
->
isWalkable
(
currentTile
.
x
+
1
,
currentTile
.
y
))
{
currentDirection
=
6
;
targetTile
=
IntCoord
(
currentTile
.
x
+
1
,
currentTile
.
y
);
ok
=
true
;
}
}
else
if
(
newDir
==
2
)
{
if
(
backDirection
!=
8
&&
currentTile
.
y
>
1
&&
(
currentTile
.
x
%
2
!=
0
)
&&
dMap
->
isWalkable
(
currentTile
.
x
,
currentTile
.
y
-
1
))
{
currentDirection
=
8
;
targetTile
=
IntCoord
(
currentTile
.
x
,
currentTile
.
y
-
1
);
ok
=
true
;
}
}
else
{
if
(
backDirection
!=
2
&&
currentTile
.
y
<
MAP_HEIGHT
-
2
&&
(
currentTile
.
x
%
2
!=
0
)
&&
dMap
->
isWalkable
(
currentTile
.
x
,
currentTile
.
y
+
1
))
{
currentDirection
=
2
;
targetTile
=
IntCoord
(
currentTile
.
x
,
currentTile
.
y
+
1
);
ok
=
true
;
}
}
}
}
float
accelerationAbs
=
(
enemyType
==
EnemyTypeRatBlackHelmet
)
?
(
creatureSpeed
/
8
)
:
(
creatureSpeed
/
16
);
switch
(
currentDirection
)
{
case
4
:
velocity
.
x
=
-
creatureSpeed
;
velocity
.
y
=
0.0f
;
acceleration
.
x
=
-
accelerationAbs
;
acceleration
.
y
=
0.0f
;
break
;
case
6
:
velocity
.
x
=
creatureSpeed
;
velocity
.
y
=
0.0f
;
acceleration
.
x
=
accelerationAbs
;
acceleration
.
y
=
0
;
break
;
case
2
:
velocity
.
y
=
creatureSpeed
;
velocity
.
x
=
0.0f
;
acceleration
.
y
=
accelerationAbs
;
acceleration
.
x
=
0.0f
;
break
;
case
8
:
velocity
.
y
=
-
creatureSpeed
;
velocity
.
x
=
0.0f
;
acceleration
.
y
=
-
accelerationAbs
;
acceleration
.
x
=
0.0f
;
break
;
default
:
break
;
}
if
(
oldDirection
!=
currentDirection
)
{
velocity
=
Vector2D
{
0
,
0
};
doesAccelerate
=
true
;
}
nextFacingDirection
=
currentDirection
;
}
void
BlackRatEntity
::
collideWithBolt
(
BoltEntity
*
boltEntity
)
{
if
(
ratType
==
RatBlackTypeHelmet
&&
boltEntity
->
getBoltType
()
!=
ShotTypeIllusion
)
{
int
collisionDir
=
getCollisionDirection
(
boltEntity
);
bool
boltCollide
=
true
;
switch
(
facingDirection
)
{
case
4
:
if
(
collisionDir
==
7
||
collisionDir
==
4
||
collisionDir
==
1
)
boltCollide
=
false
;
break
;
case
2
:
if
(
collisionDir
==
1
||
collisionDir
==
2
||
collisionDir
==
3
)
boltCollide
=
false
;
break
;
case
6
:
if
(
collisionDir
==
9
||
collisionDir
==
6
||
collisionDir
==
3
)
boltCollide
=
false
;
break
;
case
8
:
if
(
collisionDir
==
7
||
collisionDir
==
8
||
collisionDir
==
9
)
boltCollide
=
false
;
break
;
}
if
(
boltCollide
)
EnemyEntity
::
collideWithBolt
(
boltEntity
);
else
{
float
xs
=
(
x
+
boltEntity
->
getX
())
/
2
;
float
ys
=
(
y
+
boltEntity
->
getY
())
/
2
;
boltEntity
->
collide
();
SpriteEntity
*
star
=
new
SpriteEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_HURT_IMPACT
),
xs
,
ys
);
star
->
setFading
(
true
);
star
->
setZ
(
y
+
100
);
star
->
setLifetime
(
0.7f
);
star
->
setType
(
ENTITY_EFFECT
);
star
->
setSpin
(
400.0f
);
SoundManager
::
getInstance
().
playSound
(
SOUND_CLANG_00
);
boltEntity
->
loseDamages
(
boltEntity
->
getDamages
());
if
(
boltEntity
->
getBoltType
()
==
ShotTypeStone
)
{
float
factor
=
(
boltEntity
->
isFromPlayer
()
&&
game
().
getPlayer
()
->
isEquiped
(
EQUIP_RAPID_SHOT
))
?
0.25f
:
1.0f
;
float
recoilVelocity
=
factor
*
STONE_DECOIL_VELOCITY
[
boltEntity
->
getLevel
()];
float
recoilDelay
=
factor
*
STONE_DECOIL_DELAY
[
boltEntity
->
getLevel
()];
Vector2D
recoilVector
=
Vector2D
(
0
,
0
).
vectorTo
(
boltEntity
->
getVelocity
(),
recoilVelocity
);
giveRecoil
(
true
,
recoilVector
,
recoilDelay
);
}
}
}
else
EnemyEntity
::
collideWithBolt
(
boltEntity
);
}
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BlackRatEntity.cpp (8 KB)
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R78 witchblast
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