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ZombieDarkEntity.cpp
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ZombieDarkEntity.cpp
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#include
"ZombieDarkEntity.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"
ZombieDarkEntity
::
ZombieDarkEntity
(
float
x
,
float
y
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_ZOMBIE
),
x
,
y
),
currentTile
(
0
,
0
),
targetTile
(
0
,
0
)
{
imagesProLine
=
11
;
frame
=
11
;
dyingFrame
=
21
;
bloodColor
=
BloodRed
;
shadowFrame
=
9
;
deathFrame
=
FRAME_CORPSE_ZOMBIE_DARK
;
enemyType
=
EnemyTypeZombieDark
;
hp
=
ZOMBIE_HP
;
creatureSpeed
=
ZOMBIE_SPEED
;
meleeDamages
=
ZOMBIE_DAMAGE
;
agonizingSound
=
SOUND_ZOMBIE_DYING
;
currentDirection
=
2
+
2
*
rand
()
%
4
;
facingDirection
=
currentDirection
;
nextFacingDirection
=
currentDirection
;
height
=
80
;
sprite
.
setOrigin
(
32.0f
,
60.0f
);
attackTimer
=
0.9f
;
resistance
[
ResistanceFrozen
]
=
ResistanceHigh
;
resistance
[
ResistanceRepulsion
]
=
ResistanceHigh
;
resistance
[
ResistancePoison
]
=
ResistanceImmune
;
findNextGoal
();
}
void
ZombieDarkEntity
::
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
*
4.0f
))
%
4
;
if
(
frame
==
3
)
frame
=
1
;
if
(
facingDirection
==
4
||
facingDirection
==
6
)
frame
+=
3
;
isMirroring
=
(
facingDirection
==
4
);
if
(
facingDirection
==
8
)
frame
+=
6
;
frame
+=
11
;
attackTimer
-=
delay
;
}
EnemyEntity
::
animate
(
delay
);
z
=
y
+
17
;
}
void
ZombieDarkEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
14
;
boundingBox
.
width
=
28
;
boundingBox
.
top
=
(
int
)
y
-
18
;
boundingBox
.
height
=
36
;
}
void
ZombieDarkEntity
::
collideMapRight
()
{
if
(
repulsion
.
active
)
{
if
(
repulsion
.
stun
)
repulsion
.
velocity
.
x
=
-
repulsion
.
velocity
.
x
*
0.3f
;
else
(
repulsion
.
active
=
false
);
}
findNextRandomGoal
();
}
void
ZombieDarkEntity
::
collideMapLeft
()
{
if
(
repulsion
.
active
)
{
if
(
repulsion
.
stun
)
repulsion
.
velocity
.
x
=
-
repulsion
.
velocity
.
x
*
0.3f
;
else
(
repulsion
.
active
=
false
);
}
findNextRandomGoal
();
}
void
ZombieDarkEntity
::
collideMapTop
()
{
if
(
repulsion
.
active
)
{
if
(
repulsion
.
stun
)
repulsion
.
velocity
.
y
=
-
repulsion
.
velocity
.
y
*
0.3f
;
else
(
repulsion
.
active
=
false
);
}
findNextRandomGoal
();
}
void
ZombieDarkEntity
::
collideMapBottom
()
{
if
(
repulsion
.
active
)
{
if
(
repulsion
.
stun
)
repulsion
.
velocity
.
y
=
-
repulsion
.
velocity
.
y
*
0.3f
;
else
(
repulsion
.
active
=
false
);
}
findNextRandomGoal
();
}
void
ZombieDarkEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
if
(
entity
->
getMovingStyle
()
==
movWalking
)
{
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
);
}
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
;
}
nextFacingDirection
=
currentDirection
;
}
}
void
ZombieDarkEntity
::
findNextGoal
()
{
currentTile
=
getCurrentTile
();
float
xPlayer
=
game
().
getPlayerPosition
().
x
;
float
yPlayer
=
game
().
getPlayerPosition
().
y
;
float
xDist
=
abs
(
x
-
xPlayer
);
float
yDist
=
abs
(
y
-
yPlayer
);
int
playerDirecion
;
if
(
xDist
>=
yDist
)
{
if
(
xPlayer
>
x
)
playerDirecion
=
6
;
else
playerDirecion
=
4
;
}
else
{
if
(
yPlayer
>
y
)
playerDirecion
=
2
;
else
playerDirecion
=
8
;
}
switch
(
currentDirection
)
{
case
4
:
if
(
playerDirecion
!=
6
)
currentDirection
=
playerDirecion
;
else
{
if
(
yPlayer
>
y
)
currentDirection
=
2
;
else
currentDirection
=
8
;
}
break
;
case
6
:
if
(
playerDirecion
!=
4
)
currentDirection
=
playerDirecion
;
else
{
if
(
yPlayer
>
y
)
currentDirection
=
2
;
else
currentDirection
=
8
;
}
break
;
case
2
:
if
(
playerDirecion
!=
8
)
currentDirection
=
playerDirecion
;
else
{
if
(
xPlayer
>
x
)
currentDirection
=
6
;
else
currentDirection
=
4
;
}
break
;
case
8
:
if
(
playerDirecion
!=
2
)
currentDirection
=
playerDirecion
;
else
{
if
(
xPlayer
>
x
)
currentDirection
=
6
;
else
currentDirection
=
4
;
}
break
;
default
:
break
;
}
switch
(
currentDirection
)
{
case
4
:
velocity
.
x
=
-
creatureSpeed
;
velocity
.
y
=
0.0f
;
targetTile
=
IntCoord
(
currentTile
.
x
-
2
,
currentTile
.
y
);
break
;
case
6
:
velocity
.
x
=
+
creatureSpeed
;
velocity
.
y
=
0.0f
;
targetTile
=
IntCoord
(
currentTile
.
x
+
2
,
currentTile
.
y
);
break
;
case
2
:
velocity
.
y
=
+
creatureSpeed
;
velocity
.
x
=
0.0f
;
targetTile
=
IntCoord
(
currentTile
.
x
,
currentTile
.
y
+
2
);
break
;
case
8
:
velocity
.
y
=
-
creatureSpeed
;
velocity
.
x
=
0.0f
;
targetTile
=
IntCoord
(
currentTile
.
x
,
currentTile
.
y
-
2
);
break
;
default
:
break
;
}
nextFacingDirection
=
currentDirection
;
if
(
currentDirection
==
playerDirecion
&&
attackTimer
<=
0.0f
)
{
giveRepulsion
(
false
,
Vector2D
(
velocity
.
x
*
2.0f
,
velocity
.
y
*
2.0f
),
1.5f
);
attackTimer
=
2.0f
;
SoundManager
::
getInstance
().
playSound
(
SOUND_ZOMBIE_ATTACKING
);
facingTimer
=
-1.0f
;
}
else
SoundManager
::
getInstance
().
playSound
(
SOUND_ZOMBIE_00
+
rand
()
%
2
);
}
void
ZombieDarkEntity
::
findNextRandomGoal
()
{
currentTile
=
getCurrentTile
();
DungeonMap
*
dMap
=
game
().
getCurrentMap
();
int
backDirection
=
0
;
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
;
}
}
}
}
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
;
}
nextFacingDirection
=
currentDirection
;
}
void
ZombieDarkEntity
::
collideWithBolt
(
BoltEntity
*
boltEntity
)
{
EnemyEntity
::
collideWithBolt
(
boltEntity
);
}
bool
ZombieDarkEntity
::
isAttacking
()
{
return
attackTimer
>
1.0f
;
}
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ZombieDarkEntity.cpp (8 KB)
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