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diff --git a/src/CyclopEntity.cpp b/src/CyclopEntity.cpp
index 8944351..34ad0c1 100644
--- a/src/CyclopEntity.cpp
+++ b/src/CyclopEntity.cpp
@@ -1,378 +1,379 @@
#include "CyclopEntity.h"
#include "BoltEntity.h"
#include "PlayerEntity.h"
#include "RockMissileEntity.h"
#include "FallingRockEntity.h"
#include "sfml_game/SpriteEntity.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "Constants.h"
#include "WitchBlastGame.h"
#include <iostream>
CyclopEntity::CyclopEntity(float x, float y)
: EnnemyEntity (ImageManager::getImageManager()->getImage(IMAGE_CYCLOP), x, y)
{
width = 128;
height = 192;
creatureSpeed = CYCLOP_SPEED[0];
velocity = Vector2D(creatureSpeed);
hp = CYCLOP_HP;
hpDisplay = CYCLOP_HP;
hpMax = CYCLOP_HP;
meleeDamages = CYCLOP_DAMAGES;
type = ENTITY_ENNEMY_BOSS;
bloodColor = bloodRed;
shadowFrame = 8;
dyingFrame = 5;
deathFrame = FRAME_CORPSE_CYCLOP;
dyingSound = SOUND_CYCLOP_DIE;
frame = 0;
if (game().getPlayerPosition().x > x) isMirroring = true;
sprite.setOrigin(64.0f, 128.0f);
nextRockMissile = 0;
destroyLevel = 0;
state = 0;
timer = 2.0f;
counter = 10;
age = -1.5f;
resistance[ResistanceFrozen] = ResistanceVeryHigh;
resistance[ResistanceRecoil] = ResistanceVeryHigh;
}
int CyclopEntity::getHealthLevel()
{
int healthLevel = 0;
if (hp <= hpMax * 0.25) healthLevel = 3;
else if (hp <= hpMax * 0.5) healthLevel = 2;
else if (hp <= hpMax * 0.75) healthLevel = 1;
return healthLevel;
}
void CyclopEntity::fire()
{
new RockMissileEntity(x, y - 62, nextRockMissile);
SoundManager::getSoundManager()->playSound(SOUND_THROW);
}
void CyclopEntity::initFallingGrid()
{
for (int i = 0; i < MAP_WIDTH; i++)
for (int j = 0; j < MAP_HEIGHT; j++)
fallingGrid[i][j] = false;
}
void CyclopEntity::fallRock()
{
int rx, ry;
do
{
rx = 1 + rand() % (MAP_WIDTH - 2);
ry = 1 + rand() % (MAP_HEIGHT - 2);
}
while (fallingGrid[rx][ry]);
fallingGrid[rx][ry] = true;
new FallingRockEntity(rx * TILE_WIDTH + OFFSET_X + TILE_WIDTH / 2,
ry * TILE_HEIGHT + OFFSET_Y + TILE_HEIGHT / 2,
rand() % 3);
}
void CyclopEntity::computeNextRockMissile()
{
if (getHealthLevel() == 0)
nextRockMissile = rand()%5 == 0 ? 1 : 0;
else if (getHealthLevel() == 1)
nextRockMissile = rand()%3 == 0 ? 1 : 0;
else if (getHealthLevel() == 2)
nextRockMissile = rand()%2 == 0 ? 0 : 1;
else
nextRockMissile = rand()%3 == 0 ? 0 : 1;
}
void CyclopEntity::computeStates(float delay)
{
timer -= delay;
if (timer <= 0.0f)
{
if (state == 0) // walking
{
if (counter > 0)
{
counter--;
timer = 0.5f;
creatureSpeed = CYCLOP_SPEED[getHealthLevel()];
setVelocity(Vector2D(x, y).vectorTo(game().getPlayerPosition(), creatureSpeed ));
}
else
{
velocity.x = 0.0f;
velocity.y = 0.0f;
if (destroyLevel < getHealthLevel())
{
state = 3; // charge to destroy
destroyLevel++;
counter = destroyLevel + 1;
timer = 0.9f;
SoundManager::getSoundManager()->playSound(SOUND_CYCLOP_00);
initFallingGrid();
}
else
{
state = 1; // charge to fire
timer = 0.9f;
counter = CYCLOP_NUMBER_ROCKS[getHealthLevel()];
SoundManager::getSoundManager()->playSound(SOUND_CYCLOP_00);
computeNextRockMissile();
}
}
}
else if (state == 1) // fire
{
state = 2;
fire();
timer = CYCLOP_FIRE_DELAY[getHealthLevel()];
}
else if (state == 2) // fire end
{
if (counter <= 1)
{
state = 0;
timer = 0.2f;
counter = 10;
}
else
{
counter--;
state = 1;
timer = 0.2f;
computeNextRockMissile();
}
}
else if (state == 3)
{
state = 4; // destroy
timer = 0.2;
game().makeShake(0.4f);
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
for (int i = 0; i < 10 ; i++) fallRock();
}
else if (state == 4)
{
if (counter <= 1)
{
state = 0;
timer = 0.2f;
counter = 10;
}
else
{
counter--;
state = 3;
timer = 0.3f;
}
}
}
}
void CyclopEntity::animate(float delay)
{
if (age <= 0.0f)
{
age += delay;
return;
}
if (isAgonising)
{
if (h < -0.01f)
{
isDying = true;
SpriteEntity* corpse;
corpse = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CORPSES_BIG), x, y + 48, 128, 128);
corpse->setFrame(deathFrame - FRAME_CORPSE_KING_RAT);
corpse->setZ(OFFSET_Y);
corpse->setType(ENTITY_CORPSE);
if (dyingSound != SOUND_NONE) SoundManager::getSoundManager()->playSound(dyingSound);
}
else
{
frame = dyingFrame;
hVelocity -= 700.0f * delay;
h += hVelocity * delay;
}
return;
}
// special states
if (specialState[SpecialStateIce].active) delay *= specialState[SpecialStateIce].parameter;
// IA
computeStates(delay);
// collisions
if (canCollide()) testSpriteCollisions();
BaseCreatureEntity::animate(delay);
// current frame
if (state == 0)
{
int r = ((int)(age * 5.0f)) % 4;
if (r == 2) frame = 0;
else if (r == 3) frame = 2;
else frame = r;
}
else if (state == 1)
{
isMirroring = game().getPlayer()->getX() > x;
frame = 3;
}
else if (state == 2)
{
frame = 4;
}
else if (state == 3)
{
frame = 6;
}
else if (state == 4)
{
frame = 7;
}
// frame's mirroring
if (velocity.x > 1.0f)
isMirroring = true;
else if (velocity.x < -1.0f)
isMirroring = false;
z = OFFSET_Y + y + 46;
}
bool CyclopEntity::hurt(int damages, enumShotType hurtingType, int level)
{
+ if (destroyLevel < getHealthLevel()) damages /= 3;
return EnnemyEntity::hurt(damages, hurtingType, level);
}
void CyclopEntity::calculateBB()
{
boundingBox.left = OFFSET_X + (int)x - 32;
boundingBox.width = 58;
boundingBox.top = OFFSET_Y + (int)y - 42;
boundingBox.height = 90;
}
void CyclopEntity::afterWallCollide()
{
}
void CyclopEntity::collideMapRight()
{
velocity.x = -velocity.x;
afterWallCollide();
}
void CyclopEntity::collideMapLeft()
{
velocity.x = -velocity.x;
afterWallCollide();
}
void CyclopEntity::collideMapTop()
{
velocity.y = -velocity.y;
afterWallCollide();
}
void CyclopEntity::collideMapBottom()
{
velocity.y = -velocity.y;
afterWallCollide();
}
void CyclopEntity::dying()
{
EnnemyEntity::dying();
}
void CyclopEntity::drop()
{
ItemEntity* newItem = new ItemEntity(itemBossHeart, x, y);
newItem->setVelocity(Vector2D(100.0f + rand()% 250));
newItem->setViscosity(0.96f);
}
void CyclopEntity::render(sf::RenderTarget* app)
{
EnnemyEntity::render(app);
// stones
if (state == 1)
{
if (nextRockMissile == 0) // small rock
{
sprite.setTextureRect(sf::IntRect(1152, 0, 64, 64));
if (isMirroring)
sprite.setPosition(x + 60, y);
else
sprite.setPosition(x + 4, y);
}
else // medium rock
{
sprite.setTextureRect(sf::IntRect(1152, 64, 64, 64));
if (isMirroring)
sprite.setPosition(x + 60, y - 12);
else
sprite.setPosition(x + 4, y - 12);
}
app->draw(sprite);
sprite.setPosition(x, y);
}
float l = hpDisplay * ((MAP_WIDTH - 1) * TILE_WIDTH) / hpMax;
sf::RectangleShape rectangle(sf::Vector2f((MAP_WIDTH - 1) * TILE_WIDTH, 25));
rectangle.setFillColor(sf::Color(0, 0, 0,128));
rectangle.setPosition(sf::Vector2f(OFFSET_X + TILE_WIDTH / 2, OFFSET_Y + 25 + (MAP_HEIGHT - 1) * TILE_HEIGHT));
app->draw(rectangle);
rectangle.setSize(sf::Vector2f(l, 25));
rectangle.setFillColor(sf::Color(190, 20, 20));
rectangle.setPosition(sf::Vector2f(OFFSET_X + TILE_WIDTH / 2, OFFSET_Y + 25 + (MAP_HEIGHT - 1) * TILE_HEIGHT));
app->draw(rectangle);
game().write( "Cimmerian Cyclop",
18,
OFFSET_X + TILE_WIDTH / 2 + 10.0f,
OFFSET_Y + 25 + (MAP_HEIGHT - 1) * TILE_HEIGHT + 1.0f,
ALIGN_LEFT,
sf::Color(255, 255, 255),
app, 0 , 0);
}
void CyclopEntity::collideWithEnnemy(GameEntity* collidingEntity)
{
EnnemyEntity* entity = static_cast<EnnemyEntity*>(collidingEntity);
if (entity->getMovingStyle() == movWalking)
{
inflictsRecoilTo(entity);
}
}
void CyclopEntity::inflictsRecoilTo(BaseCreatureEntity* targetEntity)
{
}
diff --git a/src/FallingRockEntity.cpp b/src/FallingRockEntity.cpp
index 659f15f..834ffca 100644
--- a/src/FallingRockEntity.cpp
+++ b/src/FallingRockEntity.cpp
@@ -1,114 +1,131 @@
#include "FallingRockEntity.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"
FallingRockEntity::FallingRockEntity(float x, float y, int rockType)
: EnnemyEntity (ImageManager::getImageManager()->getImage(IMAGE_CYCLOP), x, y)
{
Vector2D targetPos = game().getPlayerPosition();
imagesProLine = 20;
type = ENTITY_ENNEMY;
movingStyle = movFlying;
bloodColor = bloodNone; // stones don't bleed
age = 0.0f;
h = 1800 + rand() % 1000;
hp = 24;
+ jumping = false;
+ hVelocity = 0.0f;
this->rockType = rockType;
switch (rockType)
{
case 0: meleeDamages = 8; frame = 18; break;
case 1: meleeDamages = 10; frame = 38; break;
case 2: meleeDamages = 12; frame = 58; break;
}
}
void FallingRockEntity::animate(float delay)
{
- h -= delay * 750.0f;
- if (canCollide()) testSpriteCollisions();
- if (h <= 0.0f) dying();
+ if (jumping)
+ {
+ hVelocity -= 700.0f * delay;
+ h += hVelocity * delay;
+
+ if (h <= 0.0f) dying();
+ }
+ else
+ {
+ h -= delay * 750.0f;
+ if (canCollide()) testSpriteCollisions();
+ if (h <= 0.0f)
+ {
+ hVelocity = 250.0f;
+ jumping = true;
+ }
+ }
+
}
void FallingRockEntity::render(sf::RenderTarget* app)
{
int nx = frame % imagesProLine;
int ny = frame / imagesProLine;
// shadow
if (h <= 1600)
{
int f = 1600 - h;
if (f > 255) f = 255;
sprite.setColor(sf::Color(255, 255, 255, f));
sprite.setPosition(x, y);
sprite.setTextureRect(sf::IntRect((nx + 1) * width, ny * height, width, height));
app->draw(sprite);
sprite.setColor(sf::Color(255, 255, 255, 255));
}
sprite.setPosition(x, y - h);
sprite.setTextureRect(sf::IntRect(nx * width, ny * height, width, height));
app->draw(sprite);
#ifdef SHOW_BOUNDING_BOX
sf::Vertex line[] =
{
sf::Vertex(sf::Vector2f(boundingBox.left, boundingBox.top)),
sf::Vertex(sf::Vector2f(boundingBox.left + boundingBox.width, boundingBox.top)),
sf::Vertex(sf::Vector2f(boundingBox.left + boundingBox.width, boundingBox.top)),
sf::Vertex(sf::Vector2f(boundingBox.left + boundingBox.width, boundingBox.top + boundingBox.height)),
sf::Vertex(sf::Vector2f(boundingBox.left + boundingBox.width, boundingBox.top + boundingBox.height)),
sf::Vertex(sf::Vector2f(boundingBox.left, boundingBox.top + boundingBox.height)),
sf::Vertex(sf::Vector2f(boundingBox.left, boundingBox.top + boundingBox.height)),
sf::Vertex(sf::Vector2f(boundingBox.left, boundingBox.top))
};
app->draw(line, 8, sf::Lines);
#endif
}
void FallingRockEntity::calculateBB()
{
int w = 30;
if (rockType == 1) w = 40;
else if (rockType == 2) w = 50;
boundingBox.left = (int)x - w / 2;
boundingBox.width = w;
boundingBox.top = (int)y - w / 2;
boundingBox.height = w;
}
bool FallingRockEntity::canCollide()
{
return h < 70;
}
void FallingRockEntity::dying()
{
isDying = true;
SoundManager::getSoundManager()->playSound(SOUND_ROCK_IMPACT);
game().makeShake(0.1f);
for (int i = 0; i < 4; i++)
{
SpriteEntity* blood = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_BLOOD), x, y, 16, 16, 6);
blood->setZ(OFFSET_Y - 1);
blood->setFrame(12 + rand()%6);
blood->setType(ENTITY_BLOOD);
blood->setVelocity(Vector2D(rand()%150));
blood->setViscosity(0.95f);
float bloodScale = 1.0f + (rand() % 10) * 0.1f;
blood->setScale(bloodScale, bloodScale);
}
}
diff --git a/src/FallingRockEntity.h b/src/FallingRockEntity.h
index 7ed3baa..e0c9f54 100644
--- a/src/FallingRockEntity.h
+++ b/src/FallingRockEntity.h
@@ -1,22 +1,24 @@
#ifndef FALLINGROCKENTITY_H
#define FALLINGROCKENTITY_H
#include "EnnemyEntity.h"
class FallingRockEntity : public EnnemyEntity
{
public:
FallingRockEntity(float x, float y, int rockType);
virtual void animate(float delay);
virtual void calculateBB();
virtual void render(sf::RenderTarget* app);
protected:
virtual bool canCollide();
virtual void dying();
private:
int rockType;
int h;
+ bool jumping;
+ float hVelocity;
};
#endif // FALLINGROCKENTITY_H
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