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diff --git a/media/doors.png b/media/doors.png
index d80ca43..5d1e10b 100644
Binary files a/media/doors.png and b/media/doors.png differ
diff --git a/src/DoorEntity.cpp b/src/DoorEntity.cpp
index 6df651c..9197207 100644
--- a/src/DoorEntity.cpp
+++ b/src/DoorEntity.cpp
@@ -1,251 +1,251 @@
#include "DoorEntity.h"
#include "Constants.h"
#include "sfml_game/ImageManager.h"
#include "DungeonMap.h"
DoorEntity::DoorEntity(int direction) : SpriteEntity (ImageManager::getInstance().getImage(IMAGE_DOORS))
{
this->direction = direction;
isOpen = true;
removeCenter();
width = TILE_WIDTH;
height = TILE_HEIGHT;
z = -0.5f;
type = ENTITY_DOOR;
doorType = DoorStandard_0;
timer = 0.0f;
}
void DoorEntity::animate(float delay)
{
age += delay;
if (timer > 0.0f) timer -= delay;
}
void DoorEntity::setOpen(bool open)
{
isOpen = open;
timer = 0.0f;
}
void DoorEntity::setDoorType(doorEnum doorType)
{
this->doorType = doorType;
}
void DoorEntity::closeDoor()
{
isOpen = false;
timer = DOOR_CLOSE_TIME;
}
void DoorEntity::openDoor()
{
isOpen = true;
timer = DOOR_OPEN_TIME;
}
void DoorEntity::render(sf::RenderTarget* app)
{
return;
}
void DoorEntity::renderDoors(sf::RenderTarget* app)
{
if (!isVisible) return;
float xl, yl, xr, yr, x0, y0;
if (direction == 8 || direction == 2)
{
- x0 = 64;
- y0 = 192 * (int)doorType;
+ x0 = 64 + 256 * doorType / DOORS_PRO_COLUMN;
+ y0 = 192 * ((int)doorType % DOORS_PRO_COLUMN);
}
else
{
- x0 = 0;
- y0 = 192 * (int)doorType;
+ x0 = 0 + 256 * doorType / DOORS_PRO_COLUMN;
+ y0 = 192 * ((int)doorType % DOORS_PRO_COLUMN);
}
if (direction == 8)
{
yl = 0;
yr = 0;
if (isOpen)
{
if (timer > 0.0f)
{
xl = (MAP_WIDTH / 2 ) * TILE_WIDTH - TILE_WIDTH / 2
- 1.2f * ((1.0f - (timer / DOOR_OPEN_TIME)) * TILE_WIDTH / 2);
xr = (MAP_WIDTH / 2 ) * TILE_WIDTH + TILE_WIDTH / 2
+ 1.2f * ((1.0f - (timer / DOOR_OPEN_TIME)) * TILE_WIDTH / 2);
}
else
{
xl = (MAP_WIDTH / 2 ) * TILE_WIDTH - TILE_WIDTH * 1.2f;
xr = (MAP_WIDTH / 2 ) * TILE_WIDTH + TILE_WIDTH * 1.2f;
}
}
else
{
if (timer > 0.0f)
{
xl = (MAP_WIDTH / 2 ) * TILE_WIDTH - TILE_WIDTH / 2
- 1.2f * ((timer / DOOR_OPEN_TIME) * TILE_WIDTH / 2);
xr = (MAP_WIDTH / 2 ) * TILE_WIDTH + TILE_WIDTH / 2
+ 1.2f * ((timer / DOOR_OPEN_TIME) * TILE_WIDTH / 2);
}
else
{
xl = (MAP_WIDTH / 2 ) * TILE_WIDTH - TILE_WIDTH /2;;
xr = (MAP_WIDTH / 2 ) * TILE_WIDTH + TILE_WIDTH /2;
}
}
// door
sprite.setTextureRect(sf::IntRect(x0 + 0.5f * width, y0, width, height));
sprite.setPosition(xl, yl);
app->draw(sprite);
sprite.setTextureRect(sf::IntRect(x0 + 1.5f * width, y0, width, height));
sprite.setPosition(xr, yr);
app->draw(sprite);
}
if (direction == 4)
{
xl = 0;
xr = 0;
if (isOpen)
{
if (timer > 0.0f)
{
yl = (MAP_HEIGHT / 2 ) * TILE_HEIGHT - TILE_HEIGHT / 2
- 1.2f * ((1.0f - (timer / DOOR_OPEN_TIME)) * TILE_HEIGHT / 2);
yr = (MAP_HEIGHT / 2 ) * TILE_HEIGHT + TILE_HEIGHT / 2
+ 1.2f * ((1.0f - (timer / DOOR_OPEN_TIME)) * TILE_HEIGHT / 2);
}
else
{
yl = (MAP_HEIGHT / 2 ) * TILE_HEIGHT - TILE_HEIGHT * 1.2f;
yr = (MAP_HEIGHT / 2 ) * TILE_HEIGHT + TILE_HEIGHT * 1.2f;
}
}
else
{
if (timer > 0.0f)
{
yl = (MAP_HEIGHT / 2 ) * TILE_HEIGHT - TILE_HEIGHT / 2
- 1.2f * ((timer / DOOR_OPEN_TIME) * TILE_HEIGHT / 2);
yr = (MAP_HEIGHT / 2 ) * TILE_HEIGHT + TILE_HEIGHT / 2
+ 1.2f * ((timer / DOOR_OPEN_TIME) * TILE_HEIGHT / 2);
}
else
{
yl = (MAP_HEIGHT / 2 ) * TILE_HEIGHT - TILE_HEIGHT /2;
yr = (MAP_HEIGHT / 2 ) * TILE_HEIGHT + TILE_HEIGHT /2;
}
}
// door
sprite.setTextureRect(sf::IntRect(x0, y0 + 0.5 * height, width, height));
sprite.setPosition(xl, yl);
app->draw(sprite);
sprite.setTextureRect(sf::IntRect(x0, y0 + 1.5 * height, width, height));
sprite.setPosition(xr, yr);
app->draw(sprite);
}
if (direction == 2)
{
sprite.setRotation(0.0f);
yl = TILE_HEIGHT * (MAP_HEIGHT - 1);
yr = TILE_HEIGHT * (MAP_HEIGHT - 1);
if (isOpen)
{
if (timer > 0.0f)
{
xl = (MAP_WIDTH / 2 ) * TILE_WIDTH - TILE_WIDTH / 2
- 1.2f * ((1.0f - (timer / DOOR_OPEN_TIME)) * TILE_WIDTH / 2);
xr = (MAP_WIDTH / 2 ) * TILE_WIDTH + TILE_WIDTH / 2
+ 1.2f * ((1.0f - (timer / DOOR_OPEN_TIME)) * TILE_WIDTH / 2);
}
else
{
xl = (MAP_WIDTH / 2 ) * TILE_WIDTH - TILE_WIDTH * 1.2f;
xr = (MAP_WIDTH / 2 ) * TILE_WIDTH + TILE_WIDTH * 1.2f;
}
}
else
{
if (timer > 0.0f)
{
xl = (MAP_WIDTH / 2 ) * TILE_WIDTH - TILE_WIDTH / 2
- 1.2f * ((timer / DOOR_OPEN_TIME) * TILE_WIDTH / 2);
xr = (MAP_WIDTH / 2 ) * TILE_WIDTH + TILE_WIDTH / 2
+ 1.2f * ((timer / DOOR_OPEN_TIME) * TILE_WIDTH / 2);
}
else
{
xl = (MAP_WIDTH / 2 ) * TILE_WIDTH - TILE_WIDTH /2;;
xr = (MAP_WIDTH / 2 ) * TILE_WIDTH + TILE_WIDTH /2;
}
}
// door
sprite.setTextureRect(sf::IntRect(x0 + 0.5f * width, y0 + height, width, -height));
sprite.setPosition(xl, yl);
app->draw(sprite);
sprite.setTextureRect(sf::IntRect(x0 + 1.5f * width, y0 + height, width, -height));
sprite.setPosition(xr, yr);
app->draw(sprite);
}
if (direction == 6)
{
xl = TILE_WIDTH * (MAP_WIDTH - 1);
xr = TILE_WIDTH * (MAP_WIDTH - 1);
if (isOpen)
{
if (timer > 0.0f)
{
yl = (MAP_HEIGHT / 2 ) * TILE_HEIGHT - TILE_HEIGHT / 2
- 1.2f * ((1.0f - (timer / DOOR_OPEN_TIME)) * TILE_HEIGHT / 2);
yr = (MAP_HEIGHT / 2 ) * TILE_HEIGHT + TILE_HEIGHT / 2
+ 1.2f * ((1.0f - (timer / DOOR_OPEN_TIME)) * TILE_HEIGHT / 2);
}
else
{
yl = (MAP_HEIGHT / 2 ) * TILE_HEIGHT - TILE_HEIGHT * 1.2f;
yr = (MAP_HEIGHT / 2 ) * TILE_HEIGHT + TILE_HEIGHT * 1.2f;
}
}
else
{
if (timer > 0.0f)
{
yl = (MAP_HEIGHT / 2 ) * TILE_HEIGHT - TILE_HEIGHT / 2
- 1.2f * ((timer / DOOR_OPEN_TIME) * TILE_HEIGHT / 2);
yr = (MAP_HEIGHT / 2 ) * TILE_HEIGHT + TILE_HEIGHT / 2
+ 1.2f * ((timer / DOOR_OPEN_TIME) * TILE_HEIGHT / 2);
}
else
{
yl = (MAP_HEIGHT / 2 ) * TILE_HEIGHT - TILE_HEIGHT /2;
yr = (MAP_HEIGHT / 2 ) * TILE_HEIGHT + TILE_HEIGHT /2;
}
}
// door
sprite.setTextureRect(sf::IntRect(x0 + width, y0 + 0.5 * height, -width, height));
sprite.setPosition(xl, yl);
app->draw(sprite);
sprite.setTextureRect(sf::IntRect(x0 + width, y0 + 1.5 * height, -width, height));
sprite.setPosition(xr, yr);
app->draw(sprite);
}
}
diff --git a/src/DoorEntity.h b/src/DoorEntity.h
index 0326406..bd46de8 100644
--- a/src/DoorEntity.h
+++ b/src/DoorEntity.h
@@ -1,41 +1,43 @@
#ifndef DOORENTITY_H
#define DOORENTITY_H
#include "sfml_game/SpriteEntity.h"
enum doorEnum
{
DoorNone = -1,
DoorStandard_0,
DoorStandard_1,
DoorStandard_2,
DoorStandard_3,
DoorStandard_4,
DoorStandard_5,
DoorStandard_6,
DoorStandard_7,
DoorBoss,
DoorChallenge,
DoorExit
};
+const int DOORS_PRO_COLUMN = 8;
+
class DoorEntity : public SpriteEntity
{
public:
DoorEntity(int direction);
virtual void animate(float delay);
void render(sf::RenderTarget* app);
void renderDoors(sf::RenderTarget* app);
void setOpen(bool open);
void setDoorType(doorEnum doorType);
void closeDoor();
void openDoor();
private:
int direction;
bool isOpen;
float timer;
doorEnum doorType;
};
#endif // DOORENTITY_H
diff --git a/src/DungeonMapEntity.cpp b/src/DungeonMapEntity.cpp
index 4676613..2cb06c4 100644
--- a/src/DungeonMapEntity.cpp
+++ b/src/DungeonMapEntity.cpp
@@ -1,1176 +1,1188 @@
#include <iostream>
#include <sstream>
#include "WitchBlastGame.h"
#include "DungeonMapEntity.h"
#include "Constants.h"
#include "sfml_game/ImageManager.h"
DungeonMapEntity::DungeonMapEntity() : GameEntity (0.0f, 0.0f)
{
this->z = -1.0f;
type = 0;
hasChanged = true;
DungeonMapEntityPost* post = new DungeonMapEntityPost(this);
post->setZ(-0.2f);
post->setType(0);
DungeonMapEntityOverlay* over = new DungeonMapEntityOverlay(this);
over->setZ(1000);
over->setType(0);
overlaySprite.setTexture(*ImageManager::getInstance().getImage(IMAGE_OVERLAY));
roomType = roomTypeStarting;
keyRoomEffect.delay = -1.0f;
for (int i = 0; i < NB_RANDOM_TILES_IN_ROOM; i++)
randomSprite[i].setTexture(*ImageManager::getInstance().getImage(IMAGE_RANDOM_DUNGEON));
shadowType = ShadowTypeStandard;
// doors fixed parts
for (int i = 0; i < 4; i++)
{
doorFrame[i].setTexture(*ImageManager::getInstance().getImage(IMAGE_DOORS));
doorFrame[i].setOrigin(96, 32);
isDoorFrame[i] = false;
doorShadow[i].setTexture(*ImageManager::getInstance().getImage(IMAGE_TILES));
doorShadow[i].setTextureRect(sf::IntRect(DOOR_SHADOW_SPRITE_X, DOOR_SHADOW_SPRITE_Y, 192, 64));
doorShadow[i].setOrigin(96, 32);
isDoorShadow[i] = false;
doorWall[i].setTexture(*ImageManager::getInstance().getImage(IMAGE_TILES));
doorWall[i].setOrigin(96, 32);
isDoorWall[i] = false;
doorKeyStone[i].setTexture(*ImageManager::getInstance().getImage(IMAGE_DOORS));
doorKeyStone[i].setOrigin(96, 32);
isDoorKeyStone[i] = false;
}
doorSpecial.setTexture(*ImageManager::getInstance().getImage(IMAGE_TILES));
doorSpecial.setOrigin(96, 32);
isDoorSpecial = false;
doorFrame[North].setPosition(TILE_WIDTH * MAP_WIDTH / 2, TILE_HEIGHT / 2);
doorShadow[North].setPosition(TILE_WIDTH * MAP_WIDTH / 2, TILE_HEIGHT / 2);
doorKeyStone[North].setPosition(TILE_WIDTH * MAP_WIDTH / 2, TILE_HEIGHT / 2);
doorWall[North].setPosition(TILE_WIDTH * MAP_WIDTH / 2, TILE_HEIGHT / 2);
doorFrame[South].setPosition(TILE_WIDTH * MAP_WIDTH / 2, TILE_HEIGHT * MAP_HEIGHT - TILE_HEIGHT / 2);
doorShadow[South].setPosition(TILE_WIDTH * MAP_WIDTH / 2, TILE_HEIGHT * MAP_HEIGHT - TILE_HEIGHT / 2);
doorKeyStone[South].setPosition(TILE_WIDTH * MAP_WIDTH / 2, TILE_HEIGHT * MAP_HEIGHT - TILE_HEIGHT / 2);
doorWall[South].setPosition(TILE_WIDTH * MAP_WIDTH / 2, TILE_HEIGHT * MAP_HEIGHT - TILE_HEIGHT / 2);
doorFrame[South].setRotation(180);
doorShadow[South].setRotation(180);
doorKeyStone[South].setRotation(180);
doorWall[South].setRotation(180);
doorFrame[West].setPosition(TILE_WIDTH / 2, TILE_HEIGHT * MAP_HEIGHT / 2);
doorShadow[West].setPosition(TILE_WIDTH / 2, TILE_HEIGHT * MAP_HEIGHT / 2);
doorKeyStone[West].setPosition(TILE_WIDTH / 2, TILE_HEIGHT * MAP_HEIGHT / 2);
doorWall[West].setPosition(TILE_WIDTH / 2, TILE_HEIGHT * MAP_HEIGHT / 2);
doorFrame[West].setRotation(270);
doorShadow[West].setRotation(270);
doorKeyStone[West].setRotation(270);
doorWall[West].setRotation(270);
doorFrame[East].setPosition(TILE_WIDTH * MAP_WIDTH - TILE_WIDTH / 2, TILE_HEIGHT * MAP_HEIGHT / 2);
doorShadow[East].setPosition(TILE_WIDTH * MAP_WIDTH - TILE_WIDTH / 2, TILE_HEIGHT * MAP_HEIGHT / 2);
doorKeyStone[East].setPosition(TILE_WIDTH * MAP_WIDTH - TILE_WIDTH / 2, TILE_HEIGHT * MAP_HEIGHT / 2);
doorWall[East].setPosition(TILE_WIDTH * MAP_WIDTH - TILE_WIDTH / 2, TILE_HEIGHT * MAP_HEIGHT / 2);
doorFrame[East].setRotation(90);
doorShadow[East].setRotation(90);
doorKeyStone[East].setRotation(90);
doorWall[East].setRotation(90);
}
void DungeonMapEntity::animate(float delay)
{
age += delay;
bool needCompute = getChanged() || game().getCurrentMap()->getChanged();
if (needCompute)
{
computeVertices();
computeOverVertices();
computeShadowVertices();
computeDoors();
}
// blood
bool moving = false;
for (unsigned int i = 0; i < blood.size(); i++)
{
if (blood[i].moving)
{
moving = true;
if (checkFalling(blood[i], 16, 16))
{
SpriteEntity* spriteEntity
= new SpriteEntity(ImageManager::getInstance().getImage(IMAGE_BLOOD),
blood[i].x + 8,
blood[i].y + 8,
16, 16, 6);
spriteEntity->setAge(0.0f);
spriteEntity->setLifetime(3.0f);
spriteEntity->setShrinking(true);
spriteEntity->setFading(true);
spriteEntity->setFrame(blood[i].frame);
spriteEntity->setScale(blood[i].scale, blood[i].scale);
blood.erase(blood.begin() + i);
}
else
{
animateParticle(blood[i], delay, 0.95f);
if ((game().getParameters().bloodSpread && blood[i].frame < 12) || blood[i].frame >= 36)
{
if (blood[i].velocity.x * blood[i].velocity.x + blood[i].velocity.y * blood[i].velocity.y > 80
&& rand() % 4 == 0)
{
addBlood(blood[i].x, blood[i].y, blood[i].frame, blood[i].scale);
blood[i].scale *= 0.85f;
bool xPos = blood[i].velocity.x > 0;
bool yPos = blood[i].velocity.y > 0;
float norm = sqrtf(blood[i].velocity.x * blood[i].velocity.x + blood[i].velocity.y * blood[i].velocity.y);
blood[i].velocity = Vector2D(norm);
if (xPos && blood[i].velocity.x < 0) blood[i].velocity.x = - blood[i].velocity.x;
else if (!xPos && blood[i].velocity.x > 0) blood[i].velocity.x = - blood[i].velocity.x;
if (yPos && blood[i].velocity.y < 0) blood[i].velocity.y = - blood[i].velocity.y;
else if (!yPos && blood[i].velocity.y > 0) blood[i].velocity.y = - blood[i].velocity.y;
}
}
}
}
}
if (moving) computeBloodVertices();
// corpses
int CorpsesBox = 38, CorpsesLargeBox = 76;
moving = false;
for (unsigned int i = 0; i < corpses.size(); i++)
{
if (corpses[i].moving)
{
moving = true;
if (corpses[i].frame != FRAME_CORPSE_SLIME_VIOLET
&& collideWithWall(corpses[i], CorpsesBox, CorpsesBox))
{
if (checkFalling(corpses[i], 48, 48))
{
SpriteEntity* spriteEntity
= new SpriteEntity(ImageManager::getInstance().getImage(IMAGE_CORPSES),
corpses[i].x,
corpses[i].y,
64, 64, 10);
spriteEntity->setAge(0.0f);
spriteEntity->setLifetime(3.0f);
spriteEntity->setShrinking(true);
spriteEntity->setFading(true);
spriteEntity->setFrame(corpses[i].frame);
corpses.erase(corpses.begin() + i);
}
else
{
if (corpses[i].velocity.x < 15.0f && corpses[i].velocity.x > -15.0f
&& corpses[i].velocity.y < 15.0f && corpses[i].velocity.y > -15.0f)
autoSpeed(corpses[i], 200);
animateParticle(corpses[i], delay, 1.0f);
}
}
else
{
float oldx = corpses[i].x;
float oldy = corpses[i].y;
animateParticle(corpses[i], delay, 0.8f);
if (corpses[i].frame != FRAME_CORPSE_SLIME_VIOLET
&& collideWithWall(corpses[i], CorpsesBox, CorpsesBox))
{
corpses[i].x = oldx;
corpses[i].y = oldy;
moving = false;
}
}
}
}
for (unsigned int i = 0; i < corpsesLarge.size(); i++)
{
if (corpsesLarge[i].moving)
{
moving = true;
if (collideWithWall(corpsesLarge[i], CorpsesLargeBox, CorpsesLargeBox))
{
if (corpsesLarge[i].velocity.x < 15.0f && corpsesLarge[i].velocity.x > -15.0f
&& corpsesLarge[i].velocity.y < 15.0f && corpsesLarge[i].velocity.y > -15.0f)
autoSpeed(corpsesLarge[i], 200);
animateParticle(corpsesLarge[i], delay, 1.0f);
}
else
{
float oldx = corpsesLarge[i].x;
float oldy = corpsesLarge[i].y;
animateParticle(corpsesLarge[i], delay, 0.8f);
if (collideWithWall(corpsesLarge[i], CorpsesLargeBox, CorpsesLargeBox))
{
corpsesLarge[i].x = oldx;
corpsesLarge[i].y = oldy;
moving = false;
}
}
}
}
for (unsigned int i = 0; i < corpsesLarge.size(); i++)
{
if (corpsesLarge[i].moving)
{
moving = true;
animateParticle(corpsesLarge[i], delay, 0.95f);
}
}
if (moving) computeCorpsesVertices();
if (game().getCurrentMap()->getRoomType() == roomTypeKey && !game().getCurrentMap()->isCleared())
{
keyRoomEffect.delay -= delay;
if (keyRoomEffect.delay <= 0.0f)
{
keyRoomEffect.delay = KeyRoomFXDelay;
keyRoomEffect.amplitude = 120 + rand() % 100;
keyRoomEffect.isBlinking = false;
}
}
}
void DungeonMapEntity::animateParticle(displayEntityStruct &particle, float delay, float viscosity)
{
particle.velocity.x *= viscosity;
particle.velocity.y *= viscosity;
if (particle.velocity.x < -5 || particle.velocity.x > 5
|| particle.velocity.y < -5 || particle.velocity.y > 5)
{
particle.x += delay * particle.velocity.x;
particle.y += delay * particle.velocity.y;
}
else
particle.moving = false;
}
bool DungeonMapEntity::collideWithWall(displayEntityStruct &particle, int boxWidth, int boxHeight)
{
float x0 = particle.x - boxWidth / 2;
float xf = particle.x + boxWidth / 2;
float y0 = particle.y - boxHeight / 2;
float yf = particle.y + boxHeight / 2;
if (particle.x < TILE_WIDTH && particle.velocity.x < -1.0f) particle.velocity.x = -particle.velocity.x;
else if (particle.x > TILE_WIDTH * (MAP_WIDTH - 2) && particle.velocity.x > 1.0f) particle.velocity.x = -particle.velocity.x;
if (particle.y < TILE_HEIGHT && particle.velocity.y < -1.0f) particle.velocity.y = -particle.velocity.y;
else if (particle.y > TILE_HEIGHT * (MAP_HEIGHT - 2) && particle.velocity.y > 1.0f) particle.velocity.y = -particle.velocity.y;
collide[NordWest] = !game().getCurrentMap()->isWalkable(x0 / TILE_WIDTH, y0 / TILE_HEIGHT);
collide[SudWest] = !game().getCurrentMap()->isWalkable(x0 / TILE_WIDTH, yf / TILE_HEIGHT);
collide[NordEast] = !game().getCurrentMap()->isWalkable(xf / TILE_WIDTH, y0 / TILE_HEIGHT);
collide[SudEast] = !game().getCurrentMap()->isWalkable(xf / TILE_WIDTH, yf / TILE_HEIGHT);
return collide[NordWest] || collide[SudWest] || collide[NordEast] || collide[SudEast];
}
bool DungeonMapEntity::checkFalling(displayEntityStruct &particle, int boxWidth, int boxHeight)
{
int tilex = (particle.x + boxWidth / 2) / TILE_WIDTH;
int tiley = (particle.y + boxHeight / 2) / TILE_HEIGHT;
if (game().getCurrentMap()->getLogicalTile(tilex, tiley) != LogicalHole) return false;
tilex = (particle.x + boxWidth / 2 - boxWidth / 3) / TILE_WIDTH;
tiley = (particle.y + boxHeight / 2 - boxHeight / 3) / TILE_HEIGHT;
if (game().getCurrentMap()->getLogicalTile(tilex, tiley) != LogicalHole) return false;
tilex = (particle.x + boxWidth / 2 + boxWidth / 3) / TILE_WIDTH;
tiley = (particle.y + boxHeight / 2 + boxHeight / 3) / TILE_HEIGHT;
if (game().getCurrentMap()->getLogicalTile(tilex, tiley) != LogicalHole) return false;
return true;
}
void DungeonMapEntity::autoSpeed(displayEntityStruct &particle, float speed)
{
if (!collide[NordWest] && !collide[NordEast])
{
particle.velocity.x = 0;
particle.velocity.y = -speed;
}
else if (!collide[SudWest] && !collide[SudEast])
{
particle.velocity.x = 0;
particle.velocity.y = speed;
}
else if (!collide[SudWest] && !collide[NordWest])
{
particle.velocity.x = -speed;
particle.velocity.y = 0;
}
else if (!collide[SudEast] && !collide[NordEast])
{
particle.velocity.x = speed;
particle.velocity.y = 0;
}
else if (!collide[NordWest])
{
particle.velocity.x = -speed * 0.7f;
particle.velocity.y = -speed * 0.7f;
}
else if (!collide[NordEast])
{
particle.velocity.x = speed * 0.7f;
particle.velocity.y = -speed * 0.7f;
}
else if (!collide[SudWest])
{
particle.velocity.x = -speed * 0.7f;
particle.velocity.y = speed * 0.7f;
}
else if (!collide[SudEast])
{
particle.velocity.x = speed * 0.7f;
particle.velocity.y = speed * 0.7f;
}
else
particle.velocity = Vector2D(speed);
}
bool DungeonMapEntity::getChanged()
{
bool result = hasChanged;
hasChanged = false;
return result;
}
void DungeonMapEntity::render(sf::RenderTarget* app)
{
app->draw(vertices, ImageManager::getInstance().getImage(IMAGE_TILES));
// doors
renderDoors(app);
// random tile
for (int i = 0; i < NB_RANDOM_TILES_IN_ROOM; i++)
if ( game().getCurrentMap()->getRandomTileElement(i).type > -1) app->draw(randomSprite[i]);
// over tiles
app->draw(overVertices, ImageManager::getInstance().getImage(IMAGE_DUNGEON_OBJECTS));
if (game().getCurrentMap()->getRoomType() == roomTypeTemple)
{
for (int i = 1; i < MAP_WIDTH - 2 ; i++)
for (int j = 1; j < MAP_WIDTH - 2 ; j++)
if (game().getCurrentMap()->getTile(i, j) >= MAP_TEMPLE
&& game().getCurrentMap()->getTile(i, j) < MAP_TEMPLE + 10)
{
sf::Sprite tile;
tile.setTexture(*ImageManager::getInstance().getImage(IMAGE_TILES));
tile.setPosition(i * TILE_WIDTH, j * TILE_HEIGHT);
tile.setTextureRect(sf::IntRect((game().getCurrentMap()->getTile(i, j) % 24) * TILE_WIDTH,
(1 + game().getCurrentMap()->getTile(i, j) / 24) * TILE_HEIGHT,
TILE_WIDTH, TILE_HEIGHT));
int fade = 127 + 127 * (cosf(6.0f * game().getAbsolutTime()));
tile.setColor(sf::Color(255, 255, 255, fade));
app->draw(tile);
}
}
else if (game().getCurrentMap()->getRoomType() == roomTypeKey && !game().getCurrentMap()->isCleared())
{
int fade = 0;
if (keyRoomEffect.isBlinking)
{
fade = (int)(25.0f * game().getAbsolutTime()) % 2 == 0 ? 0 : 255;
}
else
{
if (keyRoomEffect.delay > KeyRoomFXDelay / 2)
fade = keyRoomEffect.amplitude - keyRoomEffect.amplitude * (keyRoomEffect.delay - KeyRoomFXDelay / 2) / KeyRoomFXDelay * 2;
else
fade = keyRoomEffect.amplitude - keyRoomEffect.amplitude * (KeyRoomFXDelay / 2 - keyRoomEffect.delay) / KeyRoomFXDelay * 2;
}
sf::Sprite tiles;
tiles.setTexture(*ImageManager::getInstance().getImage(IMAGE_KEY_AREA));
tiles.setPosition((MAP_WIDTH / 2 - 1) * TILE_WIDTH, (MAP_HEIGHT / 2 - 1) * TILE_HEIGHT);
tiles.setTextureRect(sf::IntRect(0, 0, 3 * TILE_WIDTH, 3 * TILE_HEIGHT));
app->draw(tiles);
tiles.setColor(sf::Color(255, 255, 255, fade));
tiles.setTextureRect(sf::IntRect(3 * TILE_WIDTH, 0, 3 * TILE_WIDTH, 3 * TILE_HEIGHT));
app->draw(tiles);
}
}
void DungeonMapEntity::renderKeyStone(sf::RenderTarget* app)
{
for (int i = 0; i < 4; i++)
if (isDoorKeyStone[i]) app->draw(doorKeyStone[i]);
}
void DungeonMapEntity::computeDoors()
{
DungeonMap* currentMap = game().getCurrentMap();
if (currentMap->hasNeighbourUp() || currentMap->getRoomType() == roomTypeExit)
{
isDoorShadow[North] = true;
doorWall[North].setTextureRect(sf::IntRect(DOOR_WALL_SPRITE_X, currentMap->getWallType() * 64 + DOOR_WALL_SPRITE_Y, 192, 64));
isDoorWall[North] = true;
- doorFrame[North].setTextureRect(sf::IntRect(64, 64 + 192 * currentMap->getDoorType(North), 192, 64));
+ doorFrame[North].setTextureRect(sf::IntRect(64 + 256 * currentMap->getDoorType(North) / DOORS_PRO_COLUMN,
+ 64 + 192 * (currentMap->getDoorType(North) % DOORS_PRO_COLUMN),
+ 192, 64));
isDoorFrame[North] = true;
- doorKeyStone[North].setTextureRect(sf::IntRect(64, 128 + 192 * currentMap->getDoorType(North), 192, 64));
+ doorKeyStone[North].setTextureRect(sf::IntRect(64 + 256 * currentMap->getDoorType(North) / DOORS_PRO_COLUMN,
+ 128 + 192 * (currentMap->getDoorType(North) % DOORS_PRO_COLUMN),
+ 192, 64));
isDoorKeyStone[North] = true;
}
else
{
isDoorShadow[North] = false;
isDoorWall[North] = false;
isDoorFrame[North] = false;
isDoorKeyStone[North] = false;
}
if (currentMap->hasNeighbourDown() || (game().getLevel() > 1 &&currentMap->getRoomType() == roomTypeStarting))
{
isDoorShadow[South] = true;
doorWall[South].setTextureRect(sf::IntRect(DOOR_WALL_SPRITE_X, currentMap->getWallType() * 64 + DOOR_WALL_SPRITE_Y, 192, 64));
isDoorWall[South] = true;
- doorFrame[South].setTextureRect(sf::IntRect(64, 64 + 192 * currentMap->getDoorType(South), 192, 64));
+ doorFrame[South].setTextureRect(sf::IntRect(64 + 256 * currentMap->getDoorType(South) / DOORS_PRO_COLUMN,
+ 64 + 192 * (currentMap->getDoorType(South) % DOORS_PRO_COLUMN),
+ 192, 64));
isDoorFrame[South] = true;
- doorKeyStone[South].setTextureRect(sf::IntRect(64, 128 + 192 * currentMap->getDoorType(South), 192, 64));
+ doorKeyStone[South].setTextureRect(sf::IntRect(64 + 256 * currentMap->getDoorType(South) / DOORS_PRO_COLUMN,
+ 128 + 192 * (currentMap->getDoorType(South) % DOORS_PRO_COLUMN),
+ 192, 64));
isDoorKeyStone[South] = true;
}
else
{
isDoorShadow[South] = false;
isDoorWall[South] = false;
isDoorFrame[South] = false;
isDoorKeyStone[South] = false;
}
if (currentMap->hasNeighbourLeft())
{
isDoorShadow[West] = true;
doorWall[West].setTextureRect(sf::IntRect(DOOR_WALL_SPRITE_X, currentMap->getWallType() * 64 + DOOR_WALL_SPRITE_Y, 192, 64));
isDoorWall[West] = true;
- doorFrame[West].setTextureRect(sf::IntRect(64, 64 + 192 * currentMap->getDoorType(West), 192, 64));
+ doorFrame[West].setTextureRect(sf::IntRect(64 + 256 * currentMap->getDoorType(West) / DOORS_PRO_COLUMN,
+ 64 + 192 * (currentMap->getDoorType(West) % DOORS_PRO_COLUMN),
+ 192, 64));
isDoorFrame[West] = true;
- doorKeyStone[West].setTextureRect(sf::IntRect(64, 128 + 192 * currentMap->getDoorType(West), 192, 64));
+ doorKeyStone[West].setTextureRect(sf::IntRect(64 + 256 * currentMap->getDoorType(West) / DOORS_PRO_COLUMN,
+ 128 + 192 * (currentMap->getDoorType(West) % DOORS_PRO_COLUMN),
+ 192, 64));
isDoorKeyStone[West] = true;
}
else
{
isDoorShadow[West] = false;
isDoorWall[West] = false;
isDoorFrame[West] = false;
isDoorKeyStone[West] = false;
}
if (currentMap->hasNeighbourRight())
{
isDoorShadow[East] = true;
doorWall[East].setTextureRect(sf::IntRect(DOOR_WALL_SPRITE_X, currentMap->getWallType() * 64 + DOOR_WALL_SPRITE_Y, 192, 64));
isDoorWall[East] = true;
- doorFrame[East].setTextureRect(sf::IntRect(64, 64 + 192 * currentMap->getDoorType(East), 192, 64));
+ doorFrame[East].setTextureRect(sf::IntRect(64 + 256 * currentMap->getDoorType(East) / DOORS_PRO_COLUMN, 64 + 192 * (currentMap->getDoorType(East) % DOORS_PRO_COLUMN), 192, 64));
isDoorFrame[East] = true;
- doorKeyStone[East].setTextureRect(sf::IntRect(64, 128 + 192 * currentMap->getDoorType(East), 192, 64));
+ doorKeyStone[East].setTextureRect(sf::IntRect(64 + 256 * currentMap->getDoorType(East) / DOORS_PRO_COLUMN, 128 + 192 * (currentMap->getDoorType(East) % DOORS_PRO_COLUMN), 192, 64));
isDoorKeyStone[East] = true;
}
else
{
isDoorShadow[East] = false;
isDoorWall[East] = false;
isDoorFrame[East] = false;
isDoorKeyStone[East] = false;
}
if (currentMap->getRoomType() == roomTypeExit)
{
isDoorSpecial = true;
doorSpecial.setPosition(TILE_WIDTH * MAP_WIDTH / 2, TILE_HEIGHT / 2);
doorSpecial.setTextureRect(sf::IntRect(DOOR_STAIRS_SPRITE_X, DOOR_STAIRS_SPRITE_Y, 192, 64));
}
else if (game().getLevel() > 1 && currentMap->getRoomType() == roomTypeStarting)
{
isDoorSpecial = true;
doorSpecial.setPosition(TILE_WIDTH * MAP_WIDTH / 2, TILE_HEIGHT * MAP_HEIGHT - TILE_HEIGHT / 2);
doorSpecial.setTextureRect(sf::IntRect(DOOR_GRID_SPRITE_X, DOOR_GRID_SPRITE_Y, 192, 64));
}
else
isDoorSpecial = false;
}
void DungeonMapEntity::renderDoors(sf::RenderTarget* app)
{
// fading from doors
for (int i = 0; i < 4; i++)
if (isDoorShadow[i]) app->draw(doorShadow[i]);
// doors
game().renderDoors();
if (isDoorSpecial) app->draw(doorSpecial);
// walls around doors
for (int i = 0; i < 4; i++)
if (isDoorWall[i]) app->draw(doorWall[i]);
// frames
for (int i = 0; i < 4; i++)
if (isDoorFrame[i]) app->draw(doorFrame[i]);
}
void DungeonMapEntity::renderPost(sf::RenderTarget* app)
{
displayBlood(app);
displayCorpses(app);
switch (shadowType)
{
case ShadowTypeStandard:
app->draw(shadowVertices, ImageManager::getInstance().getImage(IMAGE_TILES_SHADOW));
break;
case ShadowTypeCorner:
app->draw(shadowVertices, ImageManager::getInstance().getImage(IMAGE_TILES_SHADOW_CORNER));
break;
case ShadowTypeSmall:
app->draw(shadowVertices, ImageManager::getInstance().getImage(IMAGE_TILES_SHADOW_SMALL));
break;
case ShadowTypeMedium:
app->draw(shadowVertices, ImageManager::getInstance().getImage(IMAGE_TILES_SHADOW_MEDIUM));
break;
}
}
void DungeonMapEntity::renderOverlay(sf::RenderTarget* app)
{
renderKeyStone(app);
app->draw(overlaySprite);
}
std::vector <displayEntityStruct> DungeonMapEntity::getBlood()
{
return blood;
}
std::vector <displayEntityStruct> DungeonMapEntity::getCorpses()
{
auto result = corpses;
result.insert( result.end(), corpsesLarge.begin(), corpsesLarge.end() );
return result;
}
void DungeonMapEntity::displayBlood(sf::RenderTarget* app)
{
app->draw(bloodVertices, ImageManager::getInstance().getImage(IMAGE_BLOOD));
}
void DungeonMapEntity::displayCorpses(sf::RenderTarget* app)
{
app->draw(corpsesVertices, ImageManager::getInstance().getImage(IMAGE_CORPSES));
app->draw(corpsesLargeVertices, ImageManager::getInstance().getImage(IMAGE_CORPSES_BIG));
}
void DungeonMapEntity::refreshMap()
{
hasChanged = true;
blood.clear();
corpses.clear();
corpsesLarge.clear();
computeBloodVertices();
computeCorpsesVertices();
}
bool DungeonMapEntity::shouldBeTransformed(int part)
{
part -= game().getCurrentMap()->getWallType() * 24;
if (part >= MAP_WALL_8 && part < MAP_WALL_8 + 24) return true;
else return false;
}
void DungeonMapEntity::computeVertices()
{
DungeonMap* gameMap = game().getCurrentMap();
int tilesProLine = 24;
int tileWidth = 64;
int tileHeight = 64;
int tileBoxWidth = 64;
int tileBoxHeight = 64;
vertices.setPrimitiveType(sf::Quads);
vertices.resize(gameMap->getWidth() * gameMap->getHeight() * 4);
for (int i = 0; i < gameMap->getWidth(); i++)
for (int j = 0; j < gameMap->getHeight(); j++)
{
int nx = gameMap->getTile(i, j) % tilesProLine;
int ny = gameMap->getTile(i, j) / tilesProLine;
sf::Vertex* quad = &vertices[(i + j * gameMap->getWidth()) * 4];
if (shouldBeTransformed(gameMap->getTile(i, j)))
{
if (j == 0 && i <= MAP_WIDTH / 2)
{
quad[0].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[1].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[2].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[3].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
else if (j == 0 && i > MAP_HEIGHT / 2)
{
quad[1].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[0].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[3].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[2].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
else if (j == MAP_HEIGHT - 1 && i <= MAP_WIDTH / 2)
{
quad[3].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[2].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[1].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[0].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
else if (j == MAP_HEIGHT - 1 && i > MAP_WIDTH / 2)
{
quad[2].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[3].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[0].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[1].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
else if (i == 0 && j <= MAP_HEIGHT / 2)
{
quad[0].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[3].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[2].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[1].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
else if (i == 0 && j > MAP_HEIGHT / 2)
{
quad[1].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[2].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[3].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[0].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
else if (i == MAP_WIDTH - 1 && j <= MAP_HEIGHT / 2)
{
quad[3].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[0].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[1].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[2].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
else if (i == MAP_WIDTH - 1 && j > MAP_HEIGHT / 2)
{
quad[2].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[1].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[0].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[3].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
// corridors
else if (i < MAP_WIDTH / 2 && j <= MAP_HEIGHT / 2 && gameMap->getTile(i, j - 1) != MAP_WALL_X)
{
quad[0].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[3].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[2].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[1].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
else if (i < MAP_WIDTH / 2 && j > MAP_HEIGHT / 2 && gameMap->getTile(i, j + 1) != MAP_WALL_X)
{
quad[1].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[2].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[3].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[0].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
else if (i > MAP_WIDTH / 2 && j <= MAP_HEIGHT / 2 && gameMap->getTile(i, j - 1) != MAP_WALL_X)
{
quad[3].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[0].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[1].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[2].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
else if (i > MAP_WIDTH / 2 && j > MAP_HEIGHT / 2 && gameMap->getTile(i, j + 1) != MAP_WALL_X)
{
quad[2].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[1].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[0].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[3].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
else if (j < MAP_HEIGHT / 2 && i <= MAP_WIDTH / 2)
{
quad[0].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[1].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[2].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[3].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
else if (j < MAP_HEIGHT / 2 && i > MAP_HEIGHT / 2)
{
quad[1].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[0].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[3].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[2].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
else if (j > MAP_HEIGHT / 2 && i <= MAP_WIDTH / 2)
{
quad[3].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[2].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[1].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[0].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
else if (j > MAP_HEIGHT / 2 && i > MAP_WIDTH / 2)
{
quad[2].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[3].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[0].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[1].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
}
else
{
quad[0].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[1].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[2].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[3].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
quad[0].texCoords = sf::Vector2f(nx * tileBoxWidth, ny * tileBoxHeight);
quad[1].texCoords = sf::Vector2f((nx + 1) * tileBoxWidth, ny * tileBoxHeight);
quad[2].texCoords = sf::Vector2f((nx + 1) * tileBoxWidth, (ny + 1) * tileBoxHeight);
quad[3].texCoords = sf::Vector2f(nx * tileBoxWidth, (ny + 1) * tileBoxHeight);
}
//if (roomType != game().getCurrentMap()->getRoomType())
{
std::stringstream ss;
roomType = game().getCurrentMap()->getRoomType();
switch (roomType)
{
case roomTypeChallenge:
ImageManager::getInstance().getImage(IMAGE_OVERLAY)->loadFromFile("media/overlay_boss_01.png");
break;
case roomTypeTemple:
ImageManager::getInstance().getImage(IMAGE_OVERLAY)->loadFromFile("media/overlay_temple.png");
break;
case roomTypeMerchant:
ImageManager::getInstance().getImage(IMAGE_OVERLAY)->loadFromFile("media/overlay_shop.png");
break;
case roomTypeBoss:
ss << "media/overlay_boss_0" << game().getLevel() << ".png";
ImageManager::getInstance().getImage(IMAGE_OVERLAY)->loadFromFile(ss.str());
break;
default:
if ( gameMap->getObjectTile(6, 2) == MAPOBJ_BANK_TOP
|| gameMap->getObjectTile(6, 2) == MAPOBJ_BANK
|| gameMap->getObjectTile(6, 2) == MAPOBJ_BANK_BOTTOM
|| gameMap->getObjectTile(8, 2) == MAPOBJ_BANK_TOP
|| gameMap->getObjectTile(8, 2) == MAPOBJ_BANK
|| gameMap->getObjectTile(8, 2) == MAPOBJ_BANK_BOTTOM
)
ImageManager::getInstance().getImage(IMAGE_OVERLAY)->loadFromFile("media/overlay_temple.png");
else
ImageManager::getInstance().getImage(IMAGE_OVERLAY)->loadFromFile("media/overlay_00.png");
break;
}
overlaySprite.setTexture(*ImageManager::getInstance().getImage(IMAGE_OVERLAY));
}
for (int i = 0; i < NB_RANDOM_TILES_IN_ROOM; i++)
{
int n = game().getCurrentMap()->getRandomTileElement(i).type;
if ( n > -1)
{
randomSprite[i].setPosition(game().getCurrentMap()->getRandomTileElement(i).x + randomDungeonTiles[n].width / 2,
game().getCurrentMap()->getRandomTileElement(i).y + randomDungeonTiles[n].height / 2);
randomSprite[i].setOrigin(randomDungeonTiles[n].width / 2, randomDungeonTiles[n].height / 2);
randomSprite[i].setTextureRect(sf::IntRect(randomDungeonTiles[n].xOffset, randomDungeonTiles[n].yOffset, randomDungeonTiles[n].width, randomDungeonTiles[n].height));
randomSprite[i].setRotation(game().getCurrentMap()->getRandomTileElement(i).rotation);
}
}
}
void DungeonMapEntity::computeOverVertices()
{
DungeonMap* gameMap = game().getCurrentMap();
int tilesProLine = 10;
int tileWidth = 64;
int tileHeight = 64;
int tileBoxWidth = 64;
int tileBoxHeight = 64;
overVertices.setPrimitiveType(sf::Quads);
overVertices.resize(gameMap->getWidth() * gameMap->getHeight() * 4);
for (int i = 0; i < gameMap->getWidth(); i++)
for (int j = 0; j < gameMap->getHeight(); j++)
{
//if (gameMap->getObjectTile(i, j) > 2)
{
int nx = gameMap->getObjectTile(i, j) % tilesProLine;
int ny = gameMap->getObjectTile(i, j) / tilesProLine;
sf::Vertex* quad = &overVertices[(i + j * gameMap->getWidth()) * 4];
{
quad[0].position = sf::Vector2f(x + i * tileWidth, y + j * tileHeight);
quad[1].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + j * tileHeight);
quad[2].position = sf::Vector2f(x + (i + 1) * tileWidth + (tileBoxWidth -tileWidth), y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
quad[3].position = sf::Vector2f(x + i * tileWidth, y + (j + 1) * tileHeight + (tileBoxHeight - tileHeight));
}
quad[0].texCoords = sf::Vector2f(nx * tileBoxWidth, ny * tileBoxHeight);
quad[1].texCoords = sf::Vector2f((nx + 1) * tileBoxWidth, ny * tileBoxHeight);
quad[2].texCoords = sf::Vector2f((nx + 1) * tileBoxWidth, (ny + 1) * tileBoxHeight);
quad[3].texCoords = sf::Vector2f(nx * tileBoxWidth, (ny + 1) * tileBoxHeight);
}
}
}
void DungeonMapEntity::computeShadowVertices()
{
DungeonMap* gameMap = game().getCurrentMap();
int tileWidth = 64;
int tileHeight = 64;
int tileBoxWidth = 64;
int tileBoxHeight = 64;
int x0 = 0;
int y0 = 0;
int xf = MAP_WIDTH - 1;
int yf = MAP_HEIGHT - 1;
int xd = 4;
int yd = 4;
if (gameMap->getLogicalTile(1, 1) == LogicalWall
&& gameMap->getLogicalTile(2, 1) != LogicalWall
&& gameMap->getLogicalTile(1, 2) != LogicalWall)
{
// corner
shadowType = ShadowTypeCorner;
}
else
{
x0 = MAP_WIDTH / 2;
while (gameMap->getLogicalTile(x0, MAP_HEIGHT / 2 + 1) != LogicalWall) x0--;
xf = MAP_WIDTH / 2;
while (gameMap->getLogicalTile(xf, MAP_HEIGHT / 2 + 1) != LogicalWall) xf++;
y0 = MAP_HEIGHT / 2;
while (gameMap->getLogicalTile(MAP_WIDTH / 2 + 1, y0) != LogicalWall) y0--;
yf = MAP_HEIGHT / 2;
while (gameMap->getLogicalTile(MAP_WIDTH / 2 + 1, yf) != LogicalWall) yf++;
if (yf - y0 <= 4)
{
shadowType = ShadowTypeSmall;
xd = 3;
yd = 2;
}
else if (yf - y0 <= 6 || xf - x0 <= 6)
{
shadowType = ShadowTypeMedium;
xd = 3;
yd = 3;
}
else
{
shadowType = ShadowTypeStandard;
}
}
shadowVertices.setPrimitiveType(sf::Quads);
shadowVertices.resize(8 * 4);
int xm0 = x0 + xd;
int xmf = xf - xd;
int ym0 = y0 + yd;
int ymf = yf - yd;
// top left
{
sf::Vertex* quad = &shadowVertices[0 * 4];
quad[0].position = sf::Vector2f(x0 * tileWidth, y0 * tileHeight);
quad[1].position = sf::Vector2f((x0 + xd)* tileWidth, y0 * tileHeight);
quad[2].position = sf::Vector2f((x0 + xd) * tileWidth, (y0 + yd) * tileHeight);
quad[3].position = sf::Vector2f(x0 * tileWidth, (y0 + yd) * tileHeight);
quad[0].texCoords = sf::Vector2f(0 * tileBoxWidth, 0 * tileBoxHeight);
quad[1].texCoords = sf::Vector2f(xd * tileBoxWidth, 0 * tileBoxHeight);
quad[2].texCoords = sf::Vector2f(xd * tileBoxWidth, yd * tileBoxHeight);
quad[3].texCoords = sf::Vector2f(0 * tileBoxWidth, yd * tileBoxHeight);
}
// top
{
sf::Vertex* quad = &shadowVertices[1 * 4];
quad[0].position = sf::Vector2f(xm0 * tileWidth, y0 * tileHeight);
quad[1].position = sf::Vector2f((xmf + 1)* tileWidth, y0 * tileHeight);
quad[2].position = sf::Vector2f((xmf + 1) * tileWidth, (y0 + yd) * tileHeight);
quad[3].position = sf::Vector2f(xm0 * tileWidth, (y0 + yd) * tileHeight);
quad[0].texCoords = sf::Vector2f(xd * tileBoxWidth, 0 * tileBoxHeight);
quad[1].texCoords = sf::Vector2f((xd + 1) * tileBoxWidth, 0 * tileBoxHeight);
quad[2].texCoords = sf::Vector2f((xd + 1) * tileBoxWidth, yd * tileBoxHeight);
quad[3].texCoords = sf::Vector2f(xd * tileBoxWidth, yd * tileBoxHeight);
}
// top right
{
sf::Vertex* quad = &shadowVertices[2 * 4];
quad[0].position = sf::Vector2f((xf - xd + 1) * tileWidth, y0 * tileHeight);
quad[1].position = sf::Vector2f((xf + 1)* tileWidth, y0 * tileHeight);
quad[2].position = sf::Vector2f((xf + 1) * tileWidth, (y0 + yd) * tileHeight);
quad[3].position = sf::Vector2f((xf - xd + 1) * tileWidth, (y0 + yd) * tileHeight);
quad[0].texCoords = sf::Vector2f((xd + 1) * tileBoxWidth, 0 * tileBoxHeight);
quad[1].texCoords = sf::Vector2f((xd + xd + 1) * tileBoxWidth, 0 * tileBoxHeight);
quad[2].texCoords = sf::Vector2f((xd + xd + 1) * tileBoxWidth, yd * tileBoxHeight);
quad[3].texCoords = sf::Vector2f((xd + 1) * tileBoxWidth, yd * tileBoxHeight);
}
// left
{
sf::Vertex* quad = &shadowVertices[3 * 4];
quad[0].position = sf::Vector2f(x0 * tileWidth, ym0 * tileHeight);
quad[1].position = sf::Vector2f((x0 + xd) * tileWidth, ym0 * tileHeight);
quad[2].position = sf::Vector2f((x0 + xd) * tileWidth, (ymf + 1) * tileHeight);
quad[3].position = sf::Vector2f(x0 * tileWidth, (ymf + 1) * tileHeight);
quad[0].texCoords = sf::Vector2f(0 * tileBoxWidth, yd * tileBoxHeight);
quad[1].texCoords = sf::Vector2f(xd * tileBoxWidth, yd * tileBoxHeight);
quad[2].texCoords = sf::Vector2f(xd * tileBoxWidth, (yd + 1) * tileBoxHeight);
quad[3].texCoords = sf::Vector2f(0 * tileBoxWidth, (yd + 1) * tileBoxHeight);
}
// right
{
sf::Vertex* quad = &shadowVertices[4 * 4];
quad[0].position = sf::Vector2f((xf - xd + 1) * tileWidth, ym0 * tileHeight);
quad[1].position = sf::Vector2f((xf + 1) * tileWidth, ym0 * tileHeight);
quad[2].position = sf::Vector2f((xf + 1) * tileWidth, (ymf + 1) * tileHeight);
quad[3].position = sf::Vector2f((xf - xd + 1) * tileWidth, (ymf + 1) * tileHeight);
quad[0].texCoords = sf::Vector2f((xd + 1) * tileBoxWidth, yd * tileBoxHeight);
quad[1].texCoords = sf::Vector2f((xd + xd + 1) * tileBoxWidth, yd * tileBoxHeight);
quad[2].texCoords = sf::Vector2f((xd + xd + 1) * tileBoxWidth, (yd + 1) * tileBoxHeight);
quad[3].texCoords = sf::Vector2f((xd + 1) * tileBoxWidth, (yd + 1) * tileBoxHeight);
}
// bottom left
{
sf::Vertex* quad = &shadowVertices[5 * 4];
quad[0].position = sf::Vector2f(x0 * tileWidth, (yf - yd + 1) * tileHeight);
quad[1].position = sf::Vector2f((x0 + xd)* tileWidth, (yf - yd + 1) * tileHeight);
quad[2].position = sf::Vector2f((x0 + xd) * tileWidth, (1 + yf) * tileHeight);
quad[3].position = sf::Vector2f(x0 * tileWidth, (1 + yf) * tileHeight);
quad[0].texCoords = sf::Vector2f(0 * tileBoxWidth, (yd + 1) * tileBoxHeight);
quad[1].texCoords = sf::Vector2f(xd * tileBoxWidth, (yd + 1) * tileBoxHeight);
quad[2].texCoords = sf::Vector2f(xd * tileBoxWidth, (yd + yd + 1) * tileBoxHeight);
quad[3].texCoords = sf::Vector2f(0 * tileBoxWidth, (yd + yd + 1) * tileBoxHeight);
}
// bottom
{
sf::Vertex* quad = &shadowVertices[6 * 4];
quad[0].position = sf::Vector2f(xm0 * tileWidth, (yf - yd + 1) * tileHeight);
quad[1].position = sf::Vector2f((xmf + 1)* tileWidth, (yf - yd + 1) * tileHeight);
quad[2].position = sf::Vector2f((xmf + 1) * tileWidth, (1 + yf) * tileHeight);
quad[3].position = sf::Vector2f(xm0 * tileWidth, (1 + yf) * tileHeight);
quad[0].texCoords = sf::Vector2f(xd * tileBoxWidth, (yd + 1) * tileBoxHeight);
quad[1].texCoords = sf::Vector2f((xd + 1) * tileBoxWidth, (yd + 1) * tileBoxHeight);
quad[2].texCoords = sf::Vector2f((xd + 1) * tileBoxWidth, (yd + yd + 1) * tileBoxHeight);
quad[3].texCoords = sf::Vector2f(xd * tileBoxWidth, (yd + yd + 1) * tileBoxHeight);
}
// bottom right
{
sf::Vertex* quad = &shadowVertices[7 * 4];
quad[0].position = sf::Vector2f((xf - xd + 1) * tileWidth, (yf - yd + 1) * tileHeight);
quad[1].position = sf::Vector2f((xf + 1)* tileWidth, (yf - yd + 1) * tileHeight);
quad[2].position = sf::Vector2f((xf + 1) * tileWidth, (1 + yf) * tileHeight);
quad[3].position = sf::Vector2f((xf - xd + 1) * tileWidth, (1 + yf) * tileHeight);
quad[0].texCoords = sf::Vector2f((xd + 1) * tileBoxWidth, (yd + 1) * tileBoxHeight);
quad[1].texCoords = sf::Vector2f((xd + xd + 1) * tileBoxWidth, (yd + 1) * tileBoxHeight);
quad[2].texCoords = sf::Vector2f((xd + xd + 1) * tileBoxWidth, (yd + yd + 1) * tileBoxHeight);
quad[3].texCoords = sf::Vector2f((xd + 1) * tileBoxWidth, (yd + yd + 1) * tileBoxHeight);
}
}
void DungeonMapEntity::computeBloodVertices()
{
bloodVertices.setPrimitiveType(sf::Quads);
bloodVertices.resize(blood.size() * 4);
for (unsigned int i = 0; i < blood.size(); i++)
{
auto particle = blood[i];
sf::Vertex* quad = &bloodVertices[i * 4];
float middle = 8.0f * particle.scale;
int nx = particle.frame % 6;
int ny = particle.frame / 6;
quad[0].position = sf::Vector2f(particle.x - middle, particle.y - middle);
quad[1].position = sf::Vector2f(particle.x + middle, particle.y - middle);
quad[2].position = sf::Vector2f(particle.x + middle, particle.y + middle);
quad[3].position = sf::Vector2f(particle.x - middle, particle.y + middle);
quad[0].texCoords = sf::Vector2f(nx * 16, ny * 16);
quad[1].texCoords = sf::Vector2f((nx + 1) * 16, ny * 16);
quad[2].texCoords = sf::Vector2f((nx + 1) * 16, (ny + 1) * 16);
quad[3].texCoords = sf::Vector2f(nx * 16, (ny + 1) * 16);
}
}
void DungeonMapEntity::computeCorpsesVertices()
{
corpsesVertices.setPrimitiveType(sf::Quads);
corpsesVertices.resize(corpses.size() * 4);
for (unsigned int i = 0; i < corpses.size(); i++)
{
auto particle = corpses[i];
sf::Vertex* quad = &corpsesVertices[i * 4];
float middle = 32;
int nx = particle.frame % 10;
int ny = particle.frame / 10;
quad[0].position = sf::Vector2f(particle.x - middle, particle.y - middle);
quad[1].position = sf::Vector2f(particle.x + middle, particle.y - middle);
quad[2].position = sf::Vector2f(particle.x + middle, particle.y + middle);
quad[3].position = sf::Vector2f(particle.x - middle, particle.y + middle);
quad[0].texCoords = sf::Vector2f(nx * 64, ny * 64);
quad[1].texCoords = sf::Vector2f((nx + 1) * 64, ny * 64);
quad[2].texCoords = sf::Vector2f((nx + 1) * 64, (ny + 1) * 64);
quad[3].texCoords = sf::Vector2f(nx * 64, (ny + 1) * 64);
}
corpsesLargeVertices.setPrimitiveType(sf::Quads);
corpsesLargeVertices.resize(corpsesLarge.size() * 4);
for (unsigned int i = 0; i < corpsesLarge.size(); i++)
{
auto particle = corpsesLarge[i];
sf::Vertex* quad = &corpsesLargeVertices[i * 4];
float middle = 64;
int nx = (particle.frame - FRAME_CORPSE_KING_RAT) % 8;
int ny = (particle.frame - FRAME_CORPSE_KING_RAT) / 8;
quad[0].position = sf::Vector2f(particle.x - middle, particle.y - middle);
quad[1].position = sf::Vector2f(particle.x + middle, particle.y - middle);
quad[2].position = sf::Vector2f(particle.x + middle, particle.y + middle);
quad[3].position = sf::Vector2f(particle.x - middle, particle.y + middle);
quad[0].texCoords = sf::Vector2f(nx * 128, ny * 128);
quad[1].texCoords = sf::Vector2f((nx + 1) * 128, ny * 128);
quad[2].texCoords = sf::Vector2f((nx + 1) * 128, (ny + 1) * 128);
quad[3].texCoords = sf::Vector2f(nx * 128, (ny + 1) * 128);
}
}
displayEntityStruct& DungeonMapEntity::generateBlood(float x, float y, BaseCreatureEntity::enumBloodColor bloodColor)
{
displayEntityStruct bloodEntity;
int b0 = 0 + 6 * (int)bloodColor;
bloodEntity.frame = b0 + rand()%6;
bloodEntity.velocity = Vector2D(rand()%250);
bloodEntity.x = x;
bloodEntity.y = y;
bloodEntity.scale = /*bloodColor == 0 ?*/ 1.0f + (rand() % 10) * 0.1f /*: 1.0f*/;
bloodEntity.moving = true;
blood.push_back(bloodEntity);
return blood[blood.size() - 1];
}
void DungeonMapEntity::addBlood(float x, float y, int frame, float scale)
{
displayEntityStruct bloodEntity;
bloodEntity.frame = frame;
bloodEntity.x = x;
bloodEntity.y = y;
bloodEntity.velocity.x = 0;
bloodEntity.velocity.y = 0;
bloodEntity.scale = scale;
bloodEntity.moving = true;
blood.push_back(bloodEntity);
}
void DungeonMapEntity::addCorpse(float x, float y, int frame)
{
displayEntityStruct corpseEntity;
corpseEntity.frame = frame;
corpseEntity.x = x;
corpseEntity.y = y;
corpseEntity.velocity.x = 0;
corpseEntity.velocity.y = 0;
corpseEntity.scale = 0.0f;
corpseEntity.moving = true;
if (frame >= FRAME_CORPSE_KING_RAT)
{
corpsesLarge.push_back(corpseEntity);
}
else
{
corpses.push_back(corpseEntity);
}
}
void DungeonMapEntity::activateKeyRoomEffect()
{
keyRoomEffect.isBlinking = true;
keyRoomEffect.delay = 1.0f;
}
/////////////////////////////////////////////////////////////////////////
DungeonMapEntityPost::DungeonMapEntityPost(DungeonMapEntity* parent) : GameEntity (0.0f, 0.0f)
{
this->parent = parent;
}
void DungeonMapEntityPost::animate(float delay)
{
}
void DungeonMapEntityPost::render(sf::RenderTarget* app)
{
parent->renderPost(app);
}
/////////////////////////////////////////////////////////////////////////
DungeonMapEntityOverlay::DungeonMapEntityOverlay(DungeonMapEntity* parent) : GameEntity (0.0f, 0.0f)
{
this->parent = parent;
}
void DungeonMapEntityOverlay::animate(float delay)
{
}
void DungeonMapEntityOverlay::render(sf::RenderTarget* app)
{
parent->renderOverlay(app);
}

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