Page Menu
Home
Phabricator (Chris)
Search
Configure Global Search
Log In
Files
F626914
SnakeEntity.cpp
No One
Temporary
Actions
Download File
Edit File
Delete File
View Transforms
Subscribe
Mute Notifications
Flag For Later
Award Token
Authored By
Unknown
Size
5 KB
Referenced Files
None
Subscribers
None
SnakeEntity.cpp
View Options
#include
"SnakeEntity.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"
SnakeEntity
::
SnakeEntity
(
float
x
,
float
y
,
snakeTypeEnum
snakeType
,
bool
invocated
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_SNAKE
),
x
,
y
)
{
this
->
snakeType
=
snakeType
;
imagesProLine
=
10
;
this
->
invocated
=
invocated
;
if
(
snakeType
==
SnakeTypeNormal
)
{
frame
=
0
;
dyingFrame
=
8
;
deathFrame
=
FRAME_CORPSE_SNAKE
;
if
(
invocated
)
enemyType
=
EnemyTypeSnake_invocated
;
else
enemyType
=
EnemyTypeSnake
;
hp
=
SNAKE_HP
;
creatureSpeed
=
SNAKE_SPEED
;
meleeDamages
=
SNAKE_DAMAGE
;
meleeType
=
ShotTypePoison
;
}
else
// snake blood
{
frame
=
10
;
dyingFrame
=
18
;
deathFrame
=
FRAME_CORPSE_SNAKE_BLOOD
;
if
(
invocated
)
enemyType
=
EnemyTypeSnakeBlood_invocated
;
else
enemyType
=
EnemyTypeSnakeBlood
;
hp
=
SNAKE_BLOOD_HP
;
creatureSpeed
=
SNAKE_BLOOD_SPEED
;
meleeDamages
=
SNAKE_BLOOD_DAMAGE
;
}
velocity
=
Vector2D
(
creatureSpeed
);
computeFacingDirection
();
bloodColor
=
BloodRed
;
shadowFrame
=
9
;
timer
=
-1.0f
;
agonizingSound
=
SOUND_SNAKE_DIE
;
resistance
[
ResistancePoison
]
=
ResistanceImmune
;
}
void
SnakeEntity
::
animate
(
float
delay
)
{
if
(
age
>
0.0f
&&
!
isAgonising
)
{
sprite
.
setColor
(
sf
::
Color
(
255
,
255
,
255
,
255
));
timer
=
timer
-
delay
;
if
(
timer
<=
0.0f
)
{
timer
=
0.8f
;
if
(
canWalkTo
(
game
().
getPlayerPosition
().
x
,
game
().
getPlayerPosition
().
y
))
{
setVelocity
(
Vector2D
(
x
,
y
).
vectorTo
(
game
().
getPlayerPosition
(),
creatureSpeed
));
computeFacingDirection
();
}
}
switch
(
facingDirection
)
{
case
2
:
frame
=
0
;
break
;
case
4
:
frame
=
2
;
break
;
case
6
:
frame
=
4
;
break
;
case
8
:
frame
=
6
;
break
;
}
frame
+=
((
int
)(
age
*
3.0f
))
%
2
;
if
(
snakeType
==
SnakeTypeBlood
)
frame
+=
10
;
}
EnemyEntity
::
animate
(
delay
);
z
=
y
+
15
;
}
void
SnakeEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
15
;
boundingBox
.
width
=
30
;
boundingBox
.
top
=
(
int
)
y
-
15
;
boundingBox
.
height
=
30
;
}
void
SnakeEntity
::
collideMapRight
()
{
velocity
.
x
=
-
velocity
.
x
;
if
(
recoil
.
active
)
recoil
.
velocity
.
x
=
-
recoil
.
velocity
.
x
;
else
computeFacingDirection
();
}
void
SnakeEntity
::
collideMapLeft
()
{
velocity
.
x
=
-
velocity
.
x
;
if
(
recoil
.
active
)
recoil
.
velocity
.
x
=
-
recoil
.
velocity
.
x
;
else
computeFacingDirection
();
}
void
SnakeEntity
::
collideMapTop
()
{
velocity
.
y
=
-
velocity
.
y
;
if
(
recoil
.
active
)
recoil
.
velocity
.
y
=
-
recoil
.
velocity
.
y
;
else
computeFacingDirection
();
}
void
SnakeEntity
::
collideMapBottom
()
{
velocity
.
y
=
-
velocity
.
y
;
if
(
recoil
.
active
)
recoil
.
velocity
.
y
=
-
recoil
.
velocity
.
y
;
else
computeFacingDirection
();
}
void
SnakeEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
if
(
recoil
.
active
&&
recoil
.
stun
)
return
;
if
(
entity
->
getMovingStyle
()
==
movWalking
)
{
Vector2D
vel
=
Vector2D
(
entity
->
getX
(),
entity
->
getY
()).
vectorTo
(
Vector2D
(
x
,
y
),
creatureSpeed
);
if
(
velocity
.
x
*
vel
.
x
<
0
)
velocity
.
x
=
vel
.
x
;
if
(
velocity
.
y
*
vel
.
y
<
0
)
velocity
.
y
=
vel
.
y
;
timer
=
0.05f
;
}
}
void
SnakeEntity
::
readCollidingEntity
(
CollidingSpriteEntity
*
entity
)
{
if
(
!
isDying
&&
!
isAgonising
&&
collideWithEntity
(
entity
))
{
if
(
entity
->
getType
()
==
ENTITY_PLAYER
||
entity
->
getType
()
==
ENTITY_BOLT
)
{
PlayerEntity
*
playerEntity
=
dynamic_cast
<
PlayerEntity
*>
(
entity
);
BoltEntity
*
boltEntity
=
dynamic_cast
<
BoltEntity
*>
(
entity
);
if
(
playerEntity
!=
NULL
&&
!
playerEntity
->
isDead
())
{
int
meleeLevel
=
0
;
if
(
snakeType
==
SnakeTypeBlood
)
{
if
(
rand
()
%
3
==
0
)
{
meleeType
=
ShotTypePoison
;
meleeDamages
=
4
;
meleeLevel
=
1
;
}
else
{
meleeType
=
ShotTypeStandard
;
meleeDamages
=
8
;
}
}
if
(
playerEntity
->
hurt
(
getHurtParams
(
meleeDamages
,
meleeType
,
meleeLevel
,
false
,
SourceTypeMelee
,
enemyType
,
false
)))
{
float
xs
=
(
x
+
playerEntity
->
getX
())
/
2
;
float
ys
=
(
y
+
playerEntity
->
getY
())
/
2
;
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
);
}
inflictsRecoilTo
(
playerEntity
);
}
else
if
(
boltEntity
!=
NULL
&&
!
boltEntity
->
getDying
()
&&
boltEntity
->
getAge
()
>
0.05f
)
{
collideWithBolt
(
boltEntity
);
}
}
else
// collision with other enemy ?
{
if
(
entity
->
getType
()
>=
ENTITY_ENEMY
&&
entity
->
getType
()
<=
ENTITY_ENEMY_MAX_COUNT
)
{
if
(
this
!=
entity
)
{
EnemyEntity
*
enemyEntity
=
static_cast
<
EnemyEntity
*>
(
entity
);
if
(
enemyEntity
->
canCollide
())
collideWithEnemy
(
enemyEntity
);
}
}
}
}
}
void
SnakeEntity
::
drop
()
{
if
(
!
invocated
)
{
if
(
rand
()
%
5
==
0
)
{
dropItem
(
ItemCopperCoin
);
}
if
(
game
().
getPlayer
()
->
isEquiped
(
EQUIP_LUCK
)
&&
rand
()
%
5
==
0
)
{
dropItem
(
ItemCopperCoin
);
}
if
(
rand
()
%
25
==
0
)
{
dropItem
(
ItemHealthVerySmallPoison
);
}
}
}
File Metadata
Details
Attached
Mime Type
text/x-c
Expires
Sun, Nov 15, 1:20 AM (1 d, 17 h)
Storage Engine
blob
Storage Format
Raw Data
Storage Handle
112598
Default Alt Text
SnakeEntity.cpp (5 KB)
Attached To
Mode
R78 witchblast
Attached
Detach File
Event Timeline