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EnemyEntity.h
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EnemyEntity.h

#ifndef ENNEMYPRITE_H
#define ENNEMYPRITE_H
#include "BaseCreatureEntity.h"
#include "BoltEntity.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);
protected:
virtual void collideMapRight();
virtual void collideMapLeft();
virtual void collideMapTop();
virtual void collideMapBottom();
void renderLifeBar(sf::RenderTarget* app, std::string label);
void startExplosion();
void makeExplode();
virtual void readCollidingEntity(CollidingSpriteEntity* entity);
virtual void dying();
virtual void drop();
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 */
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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