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VampireEntity.h
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VampireEntity.h
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#ifndef VAMPIREENTITY_H
#define VAMPIREENTITY_H
#include
"EnemyEntity.h"
#include
"PlayerEntity.h"
class
VampireEntity
:
public
EnemyEntity
{
public
:
VampireEntity
(
float
x
,
float
y
);
virtual
void
animate
(
float
delay
);
virtual
void
render
(
sf
::
RenderTarget
*
app
);
virtual
void
calculateBB
();
virtual
void
inflictsRecoilTo
(
BaseCreatureEntity
*
targetEntity
);
protected
:
virtual
void
drop
();
virtual
int
hurt
(
StructHurt
hurtParam
)
override
;
void
computeStates
(
float
delay
);
int
getHealthLevel
();
virtual
void
prepareDying
()
override
;
private
:
float
timer
;
float
batTimer
;
int
state
;
int
targetPos
;
float
xSource
,
ySource
;
int
formState
;
sf
::
Sprite
batSprite
;
int
bodyFrame
;
int
numberOfRays
;
int
raySpeedFactor
;
int
moveCounter
;
void
renderRays
(
sf
::
RenderTarget
*
app
,
bool
isGhost
);
void
testRaysCollision
();
void
calculatePosition
();
void
generateBats
(
int
batFrame
);
};
class
VampireDeadEntity
:
public
EnemyEntity
{
public
:
VampireDeadEntity
(
float
x
,
float
y
);
virtual
void
calculateBB
();
virtual
void
animate
(
float
delay
);
virtual
void
readCollidingEntity
(
CollidingSpriteEntity
*
entity
);
virtual
void
inflictsRecoilTo
(
BaseCreatureEntity
*
targetEntity
);
protected
:
virtual
void
drop
();
};
#endif
// VAMPIREENTITY_H
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