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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
,
ratTypeEnum
ratType
,
bool
invocated
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_RAT
),
x
,
y
)
{
this
->
ratType
=
ratType
;
imagesProLine
=
10
;
this
->
invocated
=
invocated
;
doesAccelerate
=
true
;
if
(
ratType
==
RatTypeNormal
)
{
frame
=
1
;
dyingFrame
=
9
;
deathFrame
=
FRAME_CORPSE_RAT
;
if
(
invocated
)
enemyType
=
EnemyTypeRat_invocated
;
else
enemyType
=
EnemyTypeRat
;
hp
=
RAT_HP
;
creatureSpeed
=
RAT_SPEED
;
}
else
//(ratType == RatTypeHelmet)
{
frame
=
31
;
dyingFrame
=
39
;
deathFrame
=
FRAME_CORPSE_RAT_HELMET
;
if
(
invocated
)
enemyType
=
EnemyTypeRatHelmet_invocated
;
else
enemyType
=
EnemyTypeRatHelmet
;
hp
=
RAT_HP_HELMET
;
creatureSpeed
=
RAT_SPEED_HELMET
;
}
direction
=
rand
()
%
4
;
clockTurn
=
rand
()
%
2
==
0
;
compute
(
false
);
timer
=
6
+
rand
()
%
6
;
meleeDamages
=
RAT_DAMAGES
;
bloodColor
=
BloodRed
;
shadowFrame
=
-1
;
agonizingSound
=
SOUND_RAT_DYING
;
sprite
.
setOrigin
(
32.0f
,
38.0f
);
}
void
RatEntity
::
animate
(
float
delay
)
{
if
(
age
>
0.0f
&&
!
isAgonising
)
{
timer
-=
delay
;
if
(
timer
<
0.0f
)
{
timer
=
6
+
rand
()
%
6
;
if
(
rand
()
%
3
==
0
)
clockTurn
=
!
clockTurn
;
compute
(
true
);
}
checkNextFacing
(
delay
);
frame
=
((
int
)(
age
*
7.0f
))
%
4
;
if
(
frame
==
3
)
frame
=
1
;
if
(
facingDirection
==
4
||
facingDirection
==
6
)
frame
+=
3
;
isMirroring
=
(
facingDirection
==
6
);
if
(
facingDirection
==
8
)
frame
+=
6
;
if
(
ratType
==
RatTypeHelmet
)
frame
+=
30
;
}
EnemyEntity
::
animate
(
delay
);
z
=
y
+
17
;
}
void
RatEntity
::
compute
(
bool
turn
)
{
if
(
turn
)
{
if
(
clockTurn
)
{
direction
++
;
if
(
direction
==
4
)
direction
=
0
;
}
else
{
direction
--
;
if
(
direction
<
0
)
direction
=
3
;
}
}
velocity
=
Vector2D
{
0
,
0
};
float
accelerationAbs
=
(
enemyType
==
EnemyTypeRatHelmet
||
enemyType
==
EnemyTypeRatHelmet_invocated
)
?
(
creatureSpeed
/
10
)
:
(
creatureSpeed
/
20
);
doesAccelerate
=
true
;
switch
(
direction
)
{
case
0
:
acceleration
.
x
=
0
;
acceleration
.
y
=
-
accelerationAbs
;
nextFacingDirection
=
8
;
break
;
case
1
:
acceleration
.
x
=
accelerationAbs
;
acceleration
.
y
=
0
;
nextFacingDirection
=
6
;
break
;
case
2
:
acceleration
.
x
=
0
;
acceleration
.
y
=
accelerationAbs
;
nextFacingDirection
=
2
;
break
;
case
3
:
acceleration
.
x
=
-
accelerationAbs
;
acceleration
.
y
=
0
;
nextFacingDirection
=
4
;
break
;
}
}
void
RatEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
width
/
2
+
RAT_BB_LEFT
;
boundingBox
.
width
=
width
-
RAT_BB_WIDTH_DIFF
;
boundingBox
.
top
=
(
int
)
y
-
13
;
boundingBox
.
height
=
31
;
}
void
RatEntity
::
collideMapRight
()
{
if
(
recoil
.
active
)
recoil
.
active
=
false
;
compute
(
true
);
}
void
RatEntity
::
collideMapLeft
()
{
if
(
recoil
.
active
)
recoil
.
active
=
false
;
compute
(
true
);
}
void
RatEntity
::
collideMapTop
()
{
if
(
recoil
.
active
)
recoil
.
active
=
false
;
compute
(
true
);
}
void
RatEntity
::
collideMapBottom
()
{
if
(
recoil
.
active
)
recoil
.
active
=
false
;
compute
(
true
);
}
void
RatEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
if
(
entity
->
getMovingStyle
()
==
movWalking
)
{
Vector2D
recoilVector
=
Vector2D
(
entity
->
getX
(),
entity
->
getY
()).
vectorTo
(
Vector2D
(
x
,
y
),
50.0f
);
giveRecoil
(
false
,
recoilVector
,
0.2f
);
compute
(
true
);
}
}
void
RatEntity
::
collideWithBolt
(
BoltEntity
*
boltEntity
)
{
if
(
ratType
==
RatTypeHelmet
&&
boltEntity
->
getBoltType
()
!=
ShotTypeIllusion
)
{
int
collisionDir
=
getCollisionDirection
(
boltEntity
);
bool
boltCollide
=
true
;
switch
(
facingDirection
)
{
case
4
:
if
(
collisionDir
==
7
||
collisionDir
==
4
||
collisionDir
==
1
)
boltCollide
=
false
;
break
;
case
2
:
if
(
collisionDir
==
1
||
collisionDir
==
2
||
collisionDir
==
3
)
boltCollide
=
false
;
break
;
case
6
:
if
(
collisionDir
==
9
||
collisionDir
==
6
||
collisionDir
==
3
)
boltCollide
=
false
;
break
;
case
8
:
if
(
collisionDir
==
7
||
collisionDir
==
8
||
collisionDir
==
9
)
boltCollide
=
false
;
break
;
}
if
(
boltCollide
)
EnemyEntity
::
collideWithBolt
(
boltEntity
);
else
{
float
xs
=
(
x
+
boltEntity
->
getX
())
/
2
;
float
ys
=
(
y
+
boltEntity
->
getY
())
/
2
;
boltEntity
->
collide
();
SpriteEntity
*
star
=
new
SpriteEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_HURT_IMPACT
),
xs
,
ys
);
star
->
setFading
(
true
);
star
->
setZ
(
y
+
100
);
star
->
setLifetime
(
0.7f
);
star
->
setType
(
ENTITY_EFFECT
);
star
->
setSpin
(
400.0f
);
SoundManager
::
getInstance
().
playSound
(
SOUND_CLANG_00
);
boltEntity
->
loseDamages
(
boltEntity
->
getDamages
());
if
(
boltEntity
->
getBoltType
()
==
ShotTypeStone
)
{
float
factor
=
(
boltEntity
->
isFromPlayer
()
&&
game
().
getPlayer
()
->
isEquiped
(
EQUIP_RAPID_SHOT
))
?
0.25f
:
1.0f
;
float
recoilVelocity
=
factor
*
STONE_DECOIL_VELOCITY
[
boltEntity
->
getLevel
()];
float
recoilDelay
=
factor
*
STONE_DECOIL_DELAY
[
boltEntity
->
getLevel
()];
Vector2D
recoilVector
=
Vector2D
(
0
,
0
).
vectorTo
(
boltEntity
->
getVelocity
(),
recoilVelocity
);
giveRecoil
(
true
,
recoilVector
,
recoilDelay
);
}
}
}
else
EnemyEntity
::
collideWithBolt
(
boltEntity
);
}
void
RatEntity
::
drop
()
{
if
(
!
invocated
)
EnemyEntity
::
drop
();
}
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Expires
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RatEntity.cpp (5 KB)
Attached To
Mode
R78 witchblast
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