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diff --git a/src/EvilFlowerEntity.cpp b/src/EvilFlowerEntity.cpp
index 3b217fb..a7299b2 100644
--- a/src/EvilFlowerEntity.cpp
+++ b/src/EvilFlowerEntity.cpp
@@ -1,101 +1,101 @@
#include "EvilFlowerEntity.h"
#include "BoltEntity.h"
#include "EnnemyBoltEntity.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"
#include <math.h>
EvilFlowerEntity::EvilFlowerEntity(float x, float y)
: EnemyEntity (ImageManager::getImageManager()->getImage(IMAGE_FLOWER), x, y)
{
hp = EVIL_FLOWER_HP;
meleeDamages = EVIL_FLOWER_MELEE_DAMAGES;
setSpin(50.0f);
frame = 0;
- type = 23;
+ type = ENTITY_ENNEMY;
bloodColor = bloodGreen;
enemyType = EnemyTypeEvilFlower;
fireDelay = EVIL_FLOWER_FIRE_DELAY;
age = -1.0f + (rand() % 2500) * 0.001f;
}
void EvilFlowerEntity::animate(float delay)
{
float flowerDelay = delay;
if (specialState[SpecialStateIce].active) flowerDelay = delay * specialState[SpecialStateIce].parameter;
if (fireDelay < 0.7f) setSpin(500.0f);
else if (fireDelay < 1.4f) setSpin(120.0f);
else setSpin(50.0f);
EnemyEntity::animate(delay);
angle += spin * flowerDelay;
if (age > 0.0f)
{
fireDelay -= flowerDelay;
if (fireDelay <= 0.0f)
{
fireDelay = EVIL_FLOWER_FIRE_DELAY;
fire();
}
}
}
void EvilFlowerEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2 + EVIL_FLOWER_BB_LEFT;
boundingBox.width = width - EVIL_FLOWER_BB_WIDTH_DIFF;
boundingBox.top = (int)y - height / 2 + EVIL_FLOWER_BB_TOP;
boundingBox.height = height - EVIL_FLOWER_BB_HEIGHT_DIFF;
}
void EvilFlowerEntity::dying()
{
isDying = true;
game().addKilledEnemy(enemyType);
SpriteEntity* deadFlower = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CORPSES), x, y, 64, 64);
deadFlower->setZ(OFFSET_Y);
deadFlower->setFrame(FRAME_CORPSE_FLOWER);
deadFlower->setType(ENTITY_CORPSE);
for (int i = 0; i < 4; i++) game().generateBlood(x, y, bloodColor);
drop();
SoundManager::getSoundManager()->playSound(SOUND_ENNEMY_DYING);
}
void EvilFlowerEntity::fire()
{
SoundManager::getSoundManager()->playSound(SOUND_BLAST_FLOWER);
EnnemyBoltEntity* bolt = new EnnemyBoltEntity
(x, y + 10, ShotTypeStandard, 0);
bolt->setFrame(1);
bolt->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
float flowerFireVelocity = EVIL_FLOWER_FIRE_VELOCITY;
if (specialState[SpecialStateIce].active) flowerFireVelocity *= 0.5f;
bolt->setVelocity(Vector2D(x, y).vectorTo(game().getPlayerPosition(), flowerFireVelocity ));
}
void EvilFlowerEntity::render(sf::RenderTarget* app)
{
sprite.setPosition(x, y);
float savedAngle = sprite.getRotation();
sprite.setRotation(0.0f);
// shadow
sprite.setTextureRect(sf::IntRect(width * 2, 0, width, height));
app->draw(sprite);
sprite.setTextureRect(sf::IntRect(width, 0, width, height));
app->draw(sprite);
sprite.setRotation(savedAngle);
EnemyEntity::render(app);
}
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