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CollidingSpriteEntity.h
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CollidingSpriteEntity.h
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/** This file is part of Witch Blast.
*
* Witch Blast is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Witch Blast is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Witch Blast. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef COLLIDINGSPRITEENTITY_H_INCLUDED
#define COLLIDINGSPRITEENTITY_H_INCLUDED
#include
"SpriteEntity.h"
#include
"GameMap.h"
// Basis class for Jouster
class
CollidingSpriteEntity
:
public
SpriteEntity
{
public
:
CollidingSpriteEntity
(
sf
::
Texture
*
image
,
float
x
=
0.0f
,
float
y
=
0.0f
,
int
width
=
-1
,
int
height
=
-1
);
~
CollidingSpriteEntity
();
GameMap
*
getMap
();
virtual
void
setMap
(
GameMap
*
map
,
int
tileWidth
,
int
tileHeight
,
int
offsetX
,
int
offsetY
);
void
setTileDimensions
(
int
width
,
int
height
);
virtual
void
render
(
sf
::
RenderTarget
*
app
);
virtual
void
animate
(
float
delay
);
virtual
void
calculateBB
();
virtual
void
makeFall
();
virtual
bool
collideWithMap
(
int
direction
);
virtual
bool
isCollidingWithMap
();
virtual
void
stuck
();
virtual
bool
collideWithEntity
(
CollidingSpriteEntity
*
entity
);
void
displayBoundingBox
(
sf
::
RenderTarget
*
app
);
sf
::
IntRect
getBoundingBox
();
enum
directionEnum
{
DIRECTION_RIGHT
,
DIRECTION_LEFT
,
DIRECTION_TOP
,
DIRECTION_BOTTOM
};
bool
isOnGround
();
protected
:
GameMap
*
map
;
// map to test collisions with
sf
::
IntRect
boundingBox
;
// BoundingBox
int
tileWidth
;
int
tileHeight
;
int
offsetX
;
int
offsetY
;
float
normalWeight
;
float
maxY
;
virtual
void
exitMap
(
int
direction
);
virtual
void
collideMapRight
();
virtual
void
collideMapLeft
();
virtual
void
collideMapTop
();
virtual
void
collideMapBottom
();
virtual
void
collideEntity
(
CollidingSpriteEntity
*
entity
);
virtual
void
testSpriteCollisions
();
virtual
void
readCollidingEntity
(
CollidingSpriteEntity
*
entity
);
};
#endif
// COLLIDINGSPRITEENTITY_H_INCLUDED
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