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EnemyEntity.h
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EnemyEntity.h
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#ifndef ENNEMYPRITE_H
#define ENNEMYPRITE_H
#include
"BaseCreatureEntity.h"
#include
"BoltEntity.h"
#include
"Items.h"
class
EnemyEntity
:
public
BaseCreatureEntity
{
public
:
EnemyEntity
(
sf
::
Texture
*
image
,
float
x
,
float
y
);
virtual
void
animate
(
float
delay
);
virtual
void
calculateBB
();
virtual
void
render
(
sf
::
RenderTarget
*
app
);
virtual
int
hurt
(
StructHurt
hurtParam
)
override
;
virtual
bool
canCollide
();
enemyTypeEnum
getEnemyType
();
void
setLabelDy
(
float
label_dy
);
void
checkNextFacing
(
float
dt
);
protected
:
virtual
void
collideMapRight
();
virtual
void
collideMapLeft
();
virtual
void
collideMapTop
();
virtual
void
collideMapBottom
();
void
renderLifeBar
(
sf
::
RenderTarget
*
app
,
std
::
string
label
);
virtual
void
readCollidingEntity
(
CollidingSpriteEntity
*
entity
);
virtual
void
dying
();
virtual
void
drop
();
void
dropItem
(
enumItemType
item
);
virtual
void
collideWithEnemy
(
EnemyEntity
*
entity
);
virtual
void
collideWithBolt
(
BoltEntity
*
boltEntity
);
int
getCollisionDirection
(
BoltEntity
*
boltEntity
);
int
meleeDamages
;
int
meleeLevel
;
enumShotType
meleeType
;
float
h
;
/*!< Vertical position */
float
hVelocity
;
/*!< Vertical velocity */
int
nextFacingDirection
;
float
facingTimer
;
float
label_dy
;
/*!< dy of the bar label for bosses */
int
dyingFrame
;
int
deathFrame
;
bool
isAgonising
;
sound_resources
hurtingSound
;
sound_resources
dyingSound
;
sound_resources
agonizingSound
;
enemyTypeEnum
enemyType
;
bool
testEntityInMap
();
private
:
};
#endif
// ENNEMYPRITE_H
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