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ItemEntity.cpp
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ItemEntity.cpp
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#include
"ItemEntity.h"
#include
"sfml_game/ImageManager.h"
#include
"sfml_game/SoundManager.h"
#include
"sfml_game/SpriteEntity.h"
#include
"Constants.h"
#include
"MagnetEntity.h"
#include
"WitchBlastGame.h"
#include
<iostream>
#include
<sstream>
ItemEntity
::
ItemEntity
(
enumItemType
itemType
,
float
x
,
float
y
)
:
CollidingSpriteEntity
(
ImageManager
::
getImageManager
()
->
getImage
(
itemType
>=
FirstEquipItem
?
IMAGE_ITEMS_EQUIP
:
IMAGE_ITEMS
),
x
,
y
,
ITEM_WIDTH
,
ITEM_HEIGHT
)
{
type
=
ENTITY_ITEM
;
this
->
itemType
=
itemType
;
frame
=
itemType
;
if
(
itemType
>=
FirstEquipItem
)
frame
=
itemType
-
FirstEquipItem
;
isMerchandise
=
false
;
imagesProLine
=
10
;
setMap
(
game
().
getCurrentMap
(),
TILE_WIDTH
,
TILE_HEIGHT
,
OFFSET_X
,
OFFSET_Y
);
isBeating
=
false
;
isFlying
=
false
;
}
void
ItemEntity
::
setMerchandise
(
bool
isMerchandise
)
{
this
->
isMerchandise
=
isMerchandise
;
}
bool
ItemEntity
::
getMerchandise
()
{
return
isMerchandise
;
}
int
ItemEntity
::
getPrice
()
{
return
(
items
[
itemType
].
price
);
}
bool
ItemEntity
::
isOnMap
()
{
if
(
x
<
OFFSET_X
)
return
false
;
if
(
x
>
OFFSET_X
+
TILE_WIDTH
*
MAP_WIDTH
)
return
false
;
if
(
y
<
OFFSET_Y
)
return
false
;
if
(
y
>
OFFSET_Y
+
TILE_HEIGHT
*
MAP_HEIGHT
)
return
false
;
return
true
;
}
void
ItemEntity
::
animate
(
float
delay
)
{
if
(
isFlying
)
{
if
(
!
isCollidingWithMap
()
&&
isOnMap
())
{
isFlying
=
false
;
viscosity
=
0.96f
;
}
else
{
if
(
velocity
.
x
<
-10
||
velocity
.
x
>
10
||
velocity
.
y
<
-10
||
velocity
.
y
>
10
)
// moving
{
// stay in the map
if
(
velocity
.
x
<
-10
&&
x
<
OFFSET_X
)
velocity
.
x
=
-
velocity
.
x
;
else
if
(
velocity
.
x
>
10
&&
x
>
OFFSET_X
+
TILE_WIDTH
*
MAP_WIDTH
)
velocity
.
x
=
-
velocity
.
x
;
if
(
velocity
.
y
<
-10
&&
y
<
OFFSET_Y
)
velocity
.
y
=
-
velocity
.
y
;
else
if
(
velocity
.
y
>
10
&&
y
>
OFFSET_Y
+
TILE_HEIGHT
*
MAP_HEIGHT
)
velocity
.
y
=
-
velocity
.
y
;
}
else
// not moving
{
setVelocity
(
Vector2D
(
100.0f
+
rand
()
%
250
));
}
// make move
x
+=
velocity
.
x
*
delay
;
y
+=
velocity
.
y
*
delay
;
age
+=
delay
;
}
}
else
// not flying
{
if
(
isCollidingWithMap
()
||
!
isOnMap
())
{
isFlying
=
true
;
}
else
CollidingSpriteEntity
::
animate
(
delay
);
}
if
(
age
>
0.7f
)
testSpriteCollisions
();
if
(
isBeating
)
{
timer
-=
delay
;
if
(
timer
<=
0.0f
)
{
timer
=
HEART_BEAT_DELAY
;
SoundManager
::
getSoundManager
()
->
playSound
(
SOUND_HEART
);
}
float
sc
;
if
(
timer
>
HEART_BEAT_DELAY
-
0.25f
)
{
sc
=
timer
-
HEART_BEAT_DELAY
+
1.25f
;
}
else
sc
=
1.0f
;
sprite
.
setScale
(
sc
,
sc
);
}
if
(
itemType
==
ItemBossHeart
&&
!
isBeating
&&
game
().
getCurrentMap
()
->
isCleared
())
{
// start beating
isBeating
=
true
;
timer
=
HEART_BEAT_DELAY
;
}
z
=
y
+
height
/
2
;
}
void
ItemEntity
::
render
(
sf
::
RenderTarget
*
app
)
{
// shadow
if
(
itemType
<
FirstEquipItem
)
{
sprite
.
setTextureRect
(
sf
::
IntRect
(
9
*
width
,
height
,
width
,
height
));
sprite
.
setPosition
(
x
,
y
+
3
);
app
->
draw
(
sprite
);
sprite
.
setPosition
(
x
,
y
);
}
else
{
sprite
.
setTextureRect
(
sf
::
IntRect
(
9
*
width
,
3
*
height
,
width
,
height
));
app
->
draw
(
sprite
);
}
// price
if
(
isMerchandise
)
{
std
::
ostringstream
oss
;
oss
<<
getPrice
()
<<
" $"
;
game
().
write
(
oss
.
str
(),
16
,
x
,
y
+
18.0f
,
ALIGN_CENTER
,
sf
::
Color
(
255
,
255
,
255
),
app
,
0
,
0
);
}
CollidingSpriteEntity
::
render
(
app
);
if
(
game
().
getShowLogical
())
{
displayBoundingBox
(
app
);
displayCenterAndZ
(
app
);
}
}
void
ItemEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
width
/
2
;
boundingBox
.
width
=
width
;
boundingBox
.
top
=
(
int
)
y
-
height
/
2
;
boundingBox
.
height
=
height
;
}
void
ItemEntity
::
dying
()
{
isDying
=
true
;
}
void
ItemEntity
::
readCollidingEntity
(
CollidingSpriteEntity
*
entity
)
{
if
(
itemType
==
ItemBossHeart
&&
!
game
().
getCurrentMap
()
->
isCleared
())
return
;
PlayerEntity
*
playerEntity
=
dynamic_cast
<
PlayerEntity
*>
(
entity
);
if
(
collideWithEntity
(
entity
))
{
if
(
playerEntity
!=
NULL
&&
!
playerEntity
->
isDead
())
{
if
(
playerEntity
->
getHp
()
==
playerEntity
->
getHpMax
())
{
// don't use health item if you don't need it
if
(
itemType
>=
ItemHealthVerySmall
&&
itemType
<=
ItemHealth
)
return
;
}
if
(
isMerchandise
==
false
||
playerEntity
->
getGold
()
>=
getPrice
())
{
playerEntity
->
acquireItem
(
itemType
);
if
(
isMerchandise
)
playerEntity
->
pay
(
getPrice
());
dying
();
if
(
!
items
[
itemType
].
generatesStance
)
new
MagnetEntity
(
x
,
y
,
playerEntity
,
itemType
);
}
}
}
}
void
ItemEntity
::
collideMapRight
()
{
velocity
.
x
=
-
velocity
.
x
*
0.66f
;
}
void
ItemEntity
::
collideMapLeft
()
{
velocity
.
x
=
-
velocity
.
x
*
0.66f
;
}
void
ItemEntity
::
collideMapTop
()
{
velocity
.
y
=
-
velocity
.
y
*
0.66f
;
}
void
ItemEntity
::
collideMapBottom
()
{
velocity
.
y
=
-
velocity
.
y
*
0.66f
;
}
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ItemEntity.cpp (4 KB)
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