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diff --git a/src/ButcherEntity.cpp b/src/ButcherEntity.cpp
index c3d4e55..6be30b8 100644
--- a/src/ButcherEntity.cpp
+++ b/src/ButcherEntity.cpp
@@ -1,150 +1,153 @@
#include "ButcherEntity.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"
ButcherEntity::ButcherEntity(float x, float y)
: EnnemyEntity (ImageManager::getImageManager()->getImage(IMAGE_BUTCHER), x, y)
{
width = 128;
height = 128;
sprite.setOrigin((float)(this->width / 2), (float)(this->height / 2));
creatureSpeed = BUTCHER_VELOCITY;
velocity = Vector2D(creatureSpeed);
computeFacingDirection();
hp = BUTCHER_HP;
hpMax = BUTCHER_HP;
hpDisplay = BUTCHER_HP;
meleeDamages = BUTCHER_DAMAGES;
type = ENTITY_ENNEMY_BOSS;
bloodColor = bloodRed;
shadowFrame = 5;
dyingFrame = 3;
deathFrame = FRAME_CORPSE_BUTCHER;
agonizingSound = SOUND_BUTCHER_DIE;
hurtingSound = SOUND_BUTCHER_HURT;
timer = (rand() % 50) / 10.0f;
age = -1.5f;
frame = 0;
resistance[ResistanceFrozen] = ResistanceHigh;
resistance[ResistanceRecoil] = ResistanceHigh;
}
void ButcherEntity::animate(float delay)
{
if (age > 0.0f && !isAgonising)
{
sprite.setColor(sf::Color(255,255,255,255));
timer = timer - delay;
if (timer <= 0.0f)
{
creatureSpeed = BUTCHER_VELOCITY + hpMax - hp;
timer = (rand() % 50) / 10.0f;
setVelocity(Vector2D(x, y).vectorTo(game().getPlayerPosition(), creatureSpeed ));
if (rand()%2 == 0)
SoundManager::getSoundManager()->playSound(SOUND_BUTCHER_00);
else
SoundManager::getSoundManager()->playSound(SOUND_BUTCHER_01);
}
frame = ((int)(age * creatureSpeed / 25)) % 4;
if (frame == 2) frame = 0;
else if (frame == 3) frame = 2;
if (velocity.x > 1.0f) isMirroring = true;
else if (velocity.x < -1.0f) isMirroring = false;
}
EnnemyEntity::animate(delay);
z = y + 55;
}
void ButcherEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2 + 45;
boundingBox.width = 44;
boundingBox.top = (int)y - height / 2 + 48;
boundingBox.height = 72;
}
void ButcherEntity::collideMapRight()
{
velocity.x = -velocity.x;
if (recoil.active) recoil.velocity.x = -recoil.velocity.x;
}
void ButcherEntity::collideMapLeft()
{
velocity.x = -velocity.x;
if (recoil.active) recoil.velocity.x = -recoil.velocity.x;
}
void ButcherEntity::collideMapTop()
{
velocity.y = -velocity.y;
if (recoil.active) recoil.velocity.y = -recoil.velocity.y;
}
void ButcherEntity::collideMapBottom()
{
velocity.y = -velocity.y;
if (recoil.active) recoil.velocity.y = -recoil.velocity.y;
}
void ButcherEntity::collideWithEnnemy(GameEntity* collidingEntity)
{
if (recoil.active && recoil.stun) return;
EnnemyEntity* entity = static_cast<EnnemyEntity*>(collidingEntity);
if (entity->getMovingStyle() == movWalking )
{
Vector2D vel = Vector2D(entity->getX(), entity->getY()).vectorTo(Vector2D(x, y), 100.0f );
giveRecoil(false, vel, 0.3f);
}
}
void ButcherEntity::drop()
{
- // no drop
+ ItemEntity* newItem = new ItemEntity(ItemSilverCoin, x, y);
+ newItem->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
+ newItem->setVelocity(Vector2D(100.0f + rand()% 250));
+ newItem->setViscosity(0.96f);
}
void ButcherEntity::render(sf::RenderTarget* app)
{
EnnemyEntity::render(app);
float l = hpDisplay * ((MAP_WIDTH - 1) * TILE_WIDTH) / hpMax;
sf::RectangleShape rectangle(sf::Vector2f((MAP_WIDTH - 1) * TILE_WIDTH, 25));
rectangle.setFillColor(sf::Color(0, 0, 0,128));
rectangle.setPosition(sf::Vector2f(OFFSET_X + TILE_WIDTH / 2, OFFSET_Y + 25 + (MAP_HEIGHT - 1) * TILE_HEIGHT));
app->draw(rectangle);
rectangle.setSize(sf::Vector2f(l, 25));
rectangle.setFillColor(sf::Color(190, 20, 20));
rectangle.setPosition(sf::Vector2f(OFFSET_X + TILE_WIDTH / 2, OFFSET_Y + 25 + (MAP_HEIGHT - 1) * TILE_HEIGHT));
app->draw(rectangle);
game().write( "Pigman Butcher",
18,
OFFSET_X + TILE_WIDTH / 2 + 10.0f,
OFFSET_Y + 25 + (MAP_HEIGHT - 1) * TILE_HEIGHT + 1.0f,
ALIGN_LEFT,
sf::Color(255, 255, 255),
app, 0 , 0);
}
bool ButcherEntity::hurt(int damages, enumShotType hurtingType, int level)
{
creatureSpeed = BUTCHER_VELOCITY + hpMax - hp;
setVelocity(Vector2D(x, y).vectorTo(game().getPlayerPosition(), creatureSpeed ));
return EnnemyEntity::hurt(damages, hurtingType, level);
}
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