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RatEntity.cpp
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RatEntity.cpp
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#include
"RatEntity.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"
RatEntity
::
RatEntity
(
float
x
,
float
y
,
GameMap
*
map
)
:
EnnemyEntity
(
ImageManager
::
getImageManager
()
->
getImage
(
IMAGE_RAT
),
x
,
y
,
map
)
{
creatureSpeed
=
RAT_SPEED
;
velocity
=
Vector2D
(
creatureSpeed
);
hp
=
RAT_HP
;
meleeDamages
=
RAT_DAMAGES
;
type
=
21
;
bloodColor
=
bloodRed
;
shadowFrame
=
3
;
}
void
RatEntity
::
animate
(
float
delay
)
{
if
(
age
>
0.0f
)
frame
=
((
int
)(
age
*
5.0f
))
%
2
;
EnnemyEntity
::
animate
(
delay
);
}
void
RatEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
width
/
2
+
RAT_BB_LEFT
;
boundingBox
.
width
=
width
-
RAT_BB_WIDTH_DIFF
;
boundingBox
.
top
=
(
int
)
y
-
height
/
2
+
RAT_BB_TOP
;
boundingBox
.
height
=
height
-
RAT_BB_HEIGHT_DIFF
;
}
void
RatEntity
::
collideMapRight
()
{
velocity
.
x
=
-
velocity
.
x
;
}
void
RatEntity
::
collideMapLeft
()
{
velocity
.
x
=
-
velocity
.
x
;
}
void
RatEntity
::
collideMapTop
()
{
velocity
.
y
=
-
velocity
.
y
;
}
void
RatEntity
::
collideMapBottom
()
{
velocity
.
y
=
-
velocity
.
y
;
}
void
RatEntity
::
dying
()
{
isDying
=
true
;
SpriteEntity
*
deadRat
=
new
SpriteEntity
(
ImageManager
::
getImageManager
()
->
getImage
(
IMAGE_CORPSES
),
x
,
y
,
64
,
64
);
deadRat
->
setZ
(
OFFSET_Y
);
deadRat
->
setFrame
(
FRAME_CORPSE_RAT
);
deadRat
->
setType
(
TYPE_CORPSE
);
for
(
int
i
=
0
;
i
<
4
;
i
++
)
parentGame
->
generateBlood
(
x
,
y
,
bloodColor
);
drop
();
SoundManager
::
getSoundManager
()
->
playSound
(
SOUND_ENNEMY_DYING
);
}
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Expires
Sun, Nov 15, 5:14 AM (1 d, 22 h)
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RatEntity.cpp (1 KB)
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