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diff --git a/src/BatEntity.cpp b/src/BatEntity.cpp
index 350f058..f66e327 100644
--- a/src/BatEntity.cpp
+++ b/src/BatEntity.cpp
@@ -1,90 +1,89 @@
#include "BatEntity.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"
BatEntity::BatEntity(float x, float y)
: EnnemyEntity (ImageManager::getImageManager()->getImage(IMAGE_BAT), x, y)
{
creatureSpeed = BAT_SPEED;
velocity = Vector2D(creatureSpeed);
hp = BAT_HP;
meleeDamages = BAT_DAMAGES;
type = ENTITY_ENNEMY;
bloodColor = bloodRed;
changingDelay = -0.5f;
shadowFrame = 3;
movingStyle = movFlying;
}
void BatEntity::animate(float delay)
{
changingDelay -= delay;
if (changingDelay < 0.0f)
{
velocity = Vector2D(creatureSpeed);
changingDelay = 0.5f + (float)(rand() % 2500) / 1000.0f;
}
if (age < 0.0f)
frame = 1;
else
frame = ((int)(age * 5.0f)) % 2;
- testSpriteCollisions();
EnnemyEntity::animate(delay);
}
void BatEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2 + BAT_BB_LEFT;
boundingBox.width = width - BAT_BB_WIDTH_DIFF;
boundingBox.top = (int)y - height / 2 + BAT_BB_TOP;
boundingBox.height = height - BAT_BB_HEIGHT_DIFF;
}
void BatEntity::collideMapRight()
{
velocity.x = -velocity.x;
}
void BatEntity::collideMapLeft()
{
velocity.x = -velocity.x;
}
void BatEntity::collideMapTop()
{
velocity.y = -velocity.y;
}
void BatEntity::collideMapBottom()
{
velocity.y = -velocity.y;
}
void BatEntity::collideWithEnnemy(GameEntity* collidingEntity)
{
EnnemyEntity* entity = static_cast<EnnemyEntity*>(collidingEntity);
if (entity->getMovingStyle() == movFlying)
{
setVelocity(Vector2D(entity->getX(), entity->getY()).vectorTo(Vector2D(x, y), BAT_SPEED ));
}
}
void BatEntity::dying()
{
isDying = true;
SpriteEntity* deadBat = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CORPSES), x, y, 64, 64);
deadBat->setZ(OFFSET_Y);
deadBat->setFrame(FRAME_CORPSE_BAT);
deadBat->setType(ENTITY_CORPSE);
for (int i = 0; i < 4; i++) game().generateBlood(x, y, bloodColor);
drop();
SoundManager::getSoundManager()->playSound(SOUND_ENNEMY_DYING);
}
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