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ImpEntity.cpp
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ImpEntity.cpp
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#include
"ImpEntity.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"
#include
"EnnemyBoltEntity.h"
ImpEntity
::
ImpEntity
(
float
x
,
float
y
,
impTypeEnum
impType
)
:
EnnemyEntity
(
ImageManager
::
getImageManager
()
->
getImage
(
IMAGE_IMP
),
x
,
y
)
{
creatureSpeed
=
IMP_SPEED
*
0.7f
;
velocity
=
Vector2D
(
creatureSpeed
);
hp
=
IMP_HP
;
meleeDamages
=
IMP_MELEE_DAMAGES
;
type
=
ENTITY_ENNEMY
;
bloodColor
=
bloodRed
;
changingDelay
=
1.5f
+
(
float
)(
rand
()
%
2500
)
/
1000.0f
;
shadowFrame
=
4
;
movingStyle
=
movFlying
;
imagesProLine
=
5
;
if
(
impType
==
ImpTypeBlue
)
dyingFrame
=
8
;
else
dyingFrame
=
3
;
deathFrame
=
FRAME_CORPSE_IMP
;
agonizingSound
=
SOUND_BAT_DYING
;
this
->
impType
=
impType
;
state
=
0
;
}
void
ImpEntity
::
animate
(
float
delay
)
{
if
(
!
isDying
&&
!
isAgonising
)
{
if
(
age
<
0.0f
)
frame
=
1
;
else
{
changingDelay
-=
delay
;
if
(
changingDelay
<
0.0f
)
{
if
(
state
==
0
)
// flying -> pause
{
viscosity
=
0.965f
;
state
=
1
;
changingDelay
=
0.5f
;
}
else
if
(
state
==
1
)
// pause -> fire -> pause
{
changingDelay
=
0.4f
;
fire
();
state
=
2
;
}
else
if
(
state
==
2
)
// pause -> teleport -> pause
{
teleport
();
state
=
3
;
changingDelay
=
0.4f
;
}
else
if
(
state
==
3
)
{
velocity
=
Vector2D
(
creatureSpeed
);
changingDelay
=
1.5f
+
(
float
)(
rand
()
%
2500
)
/
1000.0f
;
viscosity
=
1.0f
;
state
=
0
;
}
}
switch
(((
int
)(
age
*
5.0f
))
%
4
)
{
case
0
:
case
2
:
frame
=
0
;
break
;
case
1
:
frame
=
1
;
break
;
case
3
:
frame
=
2
;
break
;
}
}
if
(
impType
==
ImpTypeBlue
)
frame
+=
5
;
}
EnnemyEntity
::
animate
(
delay
);
}
void
ImpEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
width
/
2
+
IMP_BB_LEFT
;
boundingBox
.
width
=
width
-
IMP_BB_WIDTH_DIFF
;
boundingBox
.
top
=
(
int
)
y
-
height
/
2
+
IMP_BB_TOP
;
boundingBox
.
height
=
height
-
IMP_BB_HEIGHT_DIFF
;
}
void
ImpEntity
::
collideMapRight
()
{
velocity
.
x
=
-
velocity
.
x
;
}
void
ImpEntity
::
collideMapLeft
()
{
velocity
.
x
=
-
velocity
.
x
;
}
void
ImpEntity
::
collideMapTop
()
{
velocity
.
y
=
-
velocity
.
y
;
}
void
ImpEntity
::
collideMapBottom
()
{
velocity
.
y
=
-
velocity
.
y
;
}
void
ImpEntity
::
collideWithEnnemy
(
GameEntity
*
collidingEntity
)
{
EnnemyEntity
*
entity
=
static_cast
<
EnnemyEntity
*>
(
collidingEntity
);
if
(
entity
->
getMovingStyle
()
==
movFlying
)
{
setVelocity
(
Vector2D
(
entity
->
getX
(),
entity
->
getY
()).
vectorTo
(
Vector2D
(
x
,
y
),
creatureSpeed
));
}
}
bool
ImpEntity
::
hurt
(
int
damages
,
enumShotType
hurtingType
,
int
level
)
{
bool
result
=
BaseCreatureEntity
::
hurt
(
damages
,
hurtingType
,
level
);
if
(
!
isDying
&&
!
isAgonising
)
{
teleport
();
state
=
3
;
changingDelay
=
0.4f
;
}
return
result
;
}
void
ImpEntity
::
dying
()
{
EnnemyEntity
::
dying
();
h
=
25.0f
;
}
void
ImpEntity
::
fire
()
{
SoundManager
::
getSoundManager
()
->
playSound
(
SOUND_BLAST_FLOWER
);
EnnemyBoltEntity
*
bolt
=
new
EnnemyBoltEntity
(
x
,
y
,
ShotTypeStandard
,
0
);
bolt
->
setFrame
(
6
);
if
(
impType
==
ImpTypeBlue
)
bolt
->
setFrame
(
2
);
float
flowerFireVelocity
=
IMP_FIRE_VELOCITY
;
if
(
specialState
[
SpecialStateIce
].
active
)
flowerFireVelocity
*=
0.5f
;
bolt
->
setVelocity
(
Vector2D
(
x
,
y
).
vectorTo
(
game
().
getPlayerPosition
(),
flowerFireVelocity
));
}
void
ImpEntity
::
generateStar
(
sf
::
Color
starColor
)
{
SpriteEntity
*
spriteStar
=
new
SpriteEntity
(
ImageManager
::
getImageManager
()
->
getImage
(
IMAGE_STAR_2
),
x
,
y
);
spriteStar
->
setScale
(
0.8f
,
0.8f
);
spriteStar
->
setZ
(
z
-1.0f
);
spriteStar
->
setLifetime
(
0.8f
);
spriteStar
->
setSpin
(
-100
+
rand
()
%
200
);
spriteStar
->
setVelocity
(
Vector2D
(
10
+
rand
()
%
40
));
spriteStar
->
setWeight
(
-150
);
spriteStar
->
setFading
(
true
);
spriteStar
->
setColor
(
starColor
);
}
void
ImpEntity
::
teleport
()
{
bool
ok
=
false
;
int
xm
,
ym
;
float
xMonster
,
yMonster
;
for
(
int
i
=
0
;
i
<
6
;
i
++
)
{
if
(
impType
==
ImpTypeBlue
)
{
generateStar
(
sf
::
Color
(
50
,
50
,
255
,
255
));
generateStar
(
sf
::
Color
(
200
,
200
,
255
,
255
));
}
else
{
generateStar
(
sf
::
Color
(
255
,
50
,
50
,
255
));
generateStar
(
sf
::
Color
(
255
,
200
,
200
,
255
));
}
}
while
(
!
ok
)
{
xm
=
1
+
rand
()
%
(
MAP_WIDTH
-
3
);
ym
=
1
+
rand
()
%
(
MAP_HEIGHT
-
3
);
xMonster
=
OFFSET_X
+
xm
*
TILE_WIDTH
+
TILE_WIDTH
*
0.5f
;
yMonster
=
OFFSET_Y
+
ym
*
TILE_HEIGHT
+
TILE_HEIGHT
*
0.5f
;
ok
=
(
game
().
getPlayerPosition
().
distance2
(
Vector2D
(
xMonster
,
yMonster
))
>
60000
);
}
x
=
xMonster
;
y
=
yMonster
;
for
(
int
i
=
0
;
i
<
6
;
i
++
)
{
if
(
impType
==
ImpTypeBlue
)
{
generateStar
(
sf
::
Color
(
50
,
50
,
255
,
255
));
generateStar
(
sf
::
Color
(
200
,
200
,
255
,
255
));
}
else
{
generateStar
(
sf
::
Color
(
255
,
50
,
50
,
255
));
generateStar
(
sf
::
Color
(
255
,
200
,
200
,
255
));
}
}
}
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Expires
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ImpEntity.cpp (5 KB)
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R78 witchblast
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