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FairyEntity.cpp
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FairyEntity.cpp
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#include
"FairyEntity.h"
#include
"BoltEntity.h"
#include
"Constants.h"
#include
"WitchBlastGame.h"
#include
"sfml_game/ImageManager.h"
#include
"sfml_game/SoundManager.h"
#include
"sfml_game/MyTools.h"
#include
<iostream>
float
const
fireDelayAdvancedMult
=
0.8f
;
FairyEntity
::
FairyEntity
(
float
x
,
float
y
,
enumFamiliar
fairyType
,
bool
isPlayerControlled
)
:
SpriteEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_FAIRY
),
x
,
y
,
48
,
72
),
isPlayer
(
isPlayerControlled
)
{
this
->
x
=
x
;
this
->
y
=
y
;
this
->
setFrame
(
0
);
imagesProLine
=
6
;
this
->
parentEntity
=
game
().
getPlayer
();
type
=
ENTITY_FAMILIAR
;
this
->
fairyType
=
fairyType
;
fireDelay
=
-1.0f
;
isFiring
=
false
;
facingDirection
=
2
;
teleportDelay
=
5.0f
+
0.1f
*
(
rand
()
%
35
);
fairyDamages
=
FAIRY_BOLT_DAMAGES
;
creatureSpeed
=
FAIRY_SPEED
;
shotLevel
=
1
;
switch
(
fairyType
)
{
case
FamiliarFairyTarget
:
shotType
=
ShotTypeStandard
;
fairyFireDelay
=
TARGET_FAIRY_FIRE_DELAY
;
break
;
case
FamiliarFairy
:
shotType
=
ShotTypeStandard
;
fairyFireDelay
=
FAIRY_FIRE_DELAY
;
break
;
case
FamiliarFairyIce
:
shotType
=
ShotTypeIce
;
fairyFireDelay
=
ICE_FAIRY_FIRE_DELAY
;
break
;
case
FamiliarFairyFire
:
shotType
=
ShotTypeFire
;
fairyFireDelay
=
FAIRY_FIRE_DELAY
;
fairyDamages
=
FAIRY_FIRE_DAMAGES
;
break
;
case
FamiliarFairyPoison
:
shotType
=
ShotTypePoison
;
fairyFireDelay
=
ICE_FAIRY_FIRE_DELAY
;
break
;
case
FamiliarFairyStone
:
shotType
=
ShotTypeStone
;
fairyFireDelay
=
FAIRY_FIRE_DELAY
;
break
;
case
FamiliarNone
:
break
;
}
for
(
int
i
=
0
;
i
<
LAST_POWER_UP
;
i
++
)
power
[
i
]
=
false
;
if
(
isPlayer
)
compute
();
}
bool
FairyEntity
::
isPlayerControlled
()
{
return
isPlayer
;
}
void
FairyEntity
::
animate
(
float
delay
)
{
z
=
y
+
height
;
if
(
parentEntity
->
isEquiped
(
EQUIP_FAIRY_POWDER
))
delay
*=
1.75f
;
if
(
fireDelay
>
0
)
fireDelay
-=
delay
;
float
dist2
=
(
x
-
parentEntity
->
getX
())
*
(
x
-
parentEntity
->
getX
())
+
(
y
-
parentEntity
->
getY
())
*
(
y
-
parentEntity
->
getY
());
viscosity
=
1.0f
;
if
(
!
isPlayer
)
{
if
(
dist2
>
15000.0f
)
{
float
tan
=
(
parentEntity
->
getX
()
-
x
)
/
(
parentEntity
->
getY
()
-
y
);
float
angle
=
atan
(
tan
);
if
(
parentEntity
->
getY
()
>
y
)
setVelocity
(
Vector2D
(
sin
(
angle
)
*
creatureSpeed
,
cos
(
angle
)
*
creatureSpeed
));
else
setVelocity
(
Vector2D
(
-
sin
(
angle
)
*
creatureSpeed
,
-
cos
(
angle
)
*
creatureSpeed
));
}
else
if
(
dist2
<
50000.0f
)
{
viscosity
=
0.96f
;
}
}
if
(
velocity
.
x
<
50.0f
&&
x
<
TILE_WIDTH
*
1.3
)
{
velocity
.
x
=
creatureSpeed
;
}
else
if
(
velocity
.
x
>
-50.0f
&&
x
>
TILE_WIDTH
*
(
MAP_WIDTH
-
1
)
-
TILE_WIDTH
*
0.3
)
{
velocity
.
x
=
-
creatureSpeed
;
}
if
(
velocity
.
y
<
50.0f
&&
y
<
TILE_HEIGHT
*
1.3
)
{
velocity
.
y
=
creatureSpeed
;
}
else
if
(
velocity
.
y
>
-50.0f
&&
y
>
TILE_HEIGHT
*
(
MAP_HEIGHT
-
1
)
-
TILE_HEIGHT
*
0.3
)
{
velocity
.
y
=
-
creatureSpeed
;
}
if
(
parentEntity
->
isEquiped
(
EQUIP_FAIRY_POWDER
))
{
if
(
!
isPlayer
)
{
teleportDelay
-=
delay
;
if
(
teleportDelay
<=
0.0f
)
{
teleportDelay
=
7.0f
+
0.2f
*
(
rand
()
%
35
);
SoundManager
::
getInstance
().
playSound
(
SOUND_TELEPORT
);
for
(
int
i
=
0
;
i
<
6
;
i
++
)
{
game
().
generateStar
(
sf
::
Color
(
50
,
50
,
255
,
255
),
x
,
y
);
game
().
generateStar
(
sf
::
Color
(
200
,
200
,
255
,
255
),
x
,
y
);
}
x
=
TILE_WIDTH
+
rand
()
%
(
TILE_WIDTH
*
(
MAP_WIDTH
-
2
));
y
=
TILE_HEIGHT
+
rand
()
%
(
TILE_HEIGHT
*
(
MAP_HEIGHT
-
2
));
for
(
int
i
=
0
;
i
<
6
;
i
++
)
{
game
().
generateStar
(
sf
::
Color
(
50
,
50
,
255
,
255
),
x
,
y
);
game
().
generateStar
(
sf
::
Color
(
200
,
200
,
255
,
255
),
x
,
y
);
}
if
(
rand
()
%
60
==
0
)
parentEntity
->
castTeleport
();
}
}
}
checkCollisions
();
if
(
fairyType
==
FamiliarFairyTarget
&&
!
game
().
getCurrentMap
()
->
isCleared
())
tryToFire
();
else
computeFacingDirection
();
isMirroring
=
false
;
if
(
velocity
.
x
*
velocity
.
x
+
velocity
.
y
*
velocity
.
y
>
400
)
frame
=
((
int
)(
age
*
24.0f
))
%
2
;
else
frame
=
((
int
)(
age
*
18.0f
))
%
2
;
if
(
facingDirection
==
8
)
frame
+=
2
;
else
if
(
facingDirection
==
4
)
frame
+=
4
;
else
if
(
facingDirection
==
6
)
{
frame
+=
4
;
isMirroring
=
true
;
}
frame
+=
(
int
)(
fairyType
)
*
6
;
SpriteEntity
::
animate
(
delay
);
}
void
FairyEntity
::
move
(
int
direction
)
{
float
creatureSpeed
=
FAIRY_SPEED
;
float
speedx
=
0.0f
,
speedy
=
0.0f
;
if
(
direction
==
4
)
speedx
=
-
creatureSpeed
;
else
if
(
direction
==
1
||
direction
==
7
)
speedx
=
-
creatureSpeed
*
0.7f
;
else
if
(
direction
==
6
)
speedx
=
creatureSpeed
;
else
if
(
direction
==
3
||
direction
==
9
)
speedx
=
creatureSpeed
*
0.7f
;
if
(
direction
==
2
)
speedy
=
creatureSpeed
;
else
if
(
direction
==
1
||
direction
==
3
)
speedy
=
creatureSpeed
*
0.7f
;
else
if
(
direction
==
8
)
speedy
=
-
creatureSpeed
;
else
if
(
direction
==
7
||
direction
==
9
)
speedy
=
-
creatureSpeed
*
0.7f
;
setVelocity
(
Vector2D
{
speedx
,
speedy
});
}
void
FairyEntity
::
fire
(
int
dir
,
bool
bySelf
)
{
if
(
isPlayer
)
{
facingDirection
=
dir
;
isFiring
=
true
;
}
// If the fairy is player-controlled, don't fire with the main player
if
(
isPlayer
&&
!
bySelf
)
return
;
if
(
x
<
TILE_WIDTH
*
1.3
)
return
;
if
(
y
<
TILE_HEIGHT
*
1.3
)
return
;
if
(
x
>
TILE_WIDTH
*
(
MAP_WIDTH
-
1
)
-
TILE_WIDTH
*
0.3
)
return
;
if
(
y
>
TILE_HEIGHT
*
(
MAP_HEIGHT
-
1
)
-
TILE_HEIGHT
*
0.3
)
return
;
if
(
fireDelay
<=
0.0f
)
{
facingDirection
=
dir
;
switch
(
fairyType
)
{
case
FamiliarFairyIce
:
SoundManager
::
getInstance
().
playSound
(
SOUND_BLAST_ICE
);
break
;
case
FamiliarFairyFire
:
SoundManager
::
getInstance
().
playSound
(
SOUND_BLAST_FIRE
);
break
;
default
:
SoundManager
::
getInstance
().
playSound
(
SOUND_BLAST_STANDARD
);
break
;
}
fireDelay
=
parentEntity
->
isEquiped
(
EQUIP_BELT_ADVANCED
)
?
fairyFireDelay
*
fireDelayAdvancedMult
:
fairyFireDelay
;
if
(
power
[
PowUpDouble
])
{
float
shootAngle
=
0.15f
;
float
velx1
=
0.0f
;
float
vely1
=
0.0f
;
float
velx2
=
0.0f
;
float
vely2
=
0.0f
;
switch
(
dir
)
{
case
4
:
velx1
=
-
FAIRY_BOLT_VELOCITY
*
cos
(
shootAngle
);
vely1
=
FAIRY_BOLT_VELOCITY
*
sin
(
shootAngle
);
velx2
=
velx1
;
vely2
=
-
vely1
;
break
;
case
6
:
velx1
=
FAIRY_BOLT_VELOCITY
*
cos
(
shootAngle
);
vely1
=
FAIRY_BOLT_VELOCITY
*
sin
(
shootAngle
);
velx2
=
velx1
;
vely2
=
-
vely1
;
break
;
case
8
:
velx1
=
FAIRY_BOLT_VELOCITY
*
sin
(
shootAngle
);
vely1
=
-
FAIRY_BOLT_VELOCITY
*
cos
(
shootAngle
);
velx2
=
-
velx1
;
vely2
=
vely1
;
break
;
case
2
:
velx1
=
FAIRY_BOLT_VELOCITY
*
sin
(
shootAngle
);
vely1
=
FAIRY_BOLT_VELOCITY
*
cos
(
shootAngle
);
velx2
=
-
velx1
;
vely2
=
vely1
;
break
;
}
BoltEntity
*
bolt1
=
new
BoltEntity
(
x
,
y
,
FAIRY_BOLT_LIFE
,
shotType
,
shotLevel
);
bolt1
->
setDamages
(
fairyDamages
);
if
(
power
[
PowUpCritical
]
&&
rand
()
%
20
==
0
)
{
bolt1
->
setDamages
(
fairyDamages
*
2
);
bolt1
->
setCritical
(
true
);
}
bolt1
->
setVelocity
(
Vector2D
(
velx1
,
vely1
));
bolt1
->
setFlying
(
true
);
bolt1
->
setFromPlayer
(
false
);
BoltEntity
*
bolt2
=
new
BoltEntity
(
x
,
y
,
FAIRY_BOLT_LIFE
,
shotType
,
shotLevel
);
bolt2
->
setDamages
(
fairyDamages
);
if
(
power
[
PowUpCritical
]
&&
rand
()
%
20
==
0
)
{
bolt2
->
setDamages
(
fairyDamages
*
2
);
bolt2
->
setCritical
(
true
);
}
bolt2
->
setVelocity
(
Vector2D
(
velx2
,
vely2
));
bolt2
->
setFlying
(
true
);
bolt2
->
setFromPlayer
(
false
);
}
else
{
float
velx
=
0.0f
;
float
vely
=
0.0f
;
if
(
dir
==
4
)
velx
=
-
FAIRY_BOLT_VELOCITY
;
if
(
dir
==
6
)
velx
=
+
FAIRY_BOLT_VELOCITY
;
if
(
dir
==
2
)
vely
=
+
FAIRY_BOLT_VELOCITY
;
if
(
dir
==
8
)
vely
=
-
FAIRY_BOLT_VELOCITY
;
BoltEntity
*
bolt
=
new
BoltEntity
(
x
,
y
,
FAIRY_BOLT_LIFE
,
shotType
,
shotLevel
);
bolt
->
setDamages
(
fairyDamages
);
if
(
power
[
PowUpCritical
]
&&
rand
()
%
20
==
0
)
{
bolt
->
setDamages
(
fairyDamages
*
2
);
bolt
->
setCritical
(
true
);
}
bolt
->
setVelocity
(
Vector2D
(
velx
,
vely
));
bolt
->
setFlying
(
true
);
bolt
->
setFromPlayer
(
false
);
if
(
fairyType
==
FamiliarFairyTarget
)
{
Vector2D
target
=
game
().
getNearestEnemy
(
x
,
y
);
if
(
target
.
x
>
-1.0f
)
{
bolt
->
setVelocity
(
Vector2D
(
x
,
y
).
vectorTo
(
target
,
FAIRY_BOLT_VELOCITY
));
if
((
target
.
x
-
x
)
*
(
target
.
x
-
x
)
>
(
target
.
y
-
y
)
*
(
target
.
y
-
y
))
{
if
(
target
.
x
<
x
)
facingDirection
=
4
;
else
facingDirection
=
6
;
}
else
{
if
(
target
.
y
<
y
)
facingDirection
=
8
;
else
facingDirection
=
2
;
}
}
}
}
}
else
{
if
(
fairyType
==
FamiliarFairyTarget
)
{
Vector2D
target
=
game
().
getNearestEnemy
(
x
,
y
);
if
(
target
.
x
>
-1.0f
)
{
if
((
target
.
x
-
x
)
*
(
target
.
x
-
x
)
>
(
target
.
y
-
y
)
*
(
target
.
y
-
y
))
{
if
(
target
.
x
<
x
)
facingDirection
=
4
;
else
facingDirection
=
6
;
}
else
{
if
(
target
.
y
<
y
)
facingDirection
=
8
;
else
facingDirection
=
2
;
}
}
else
computeFacingDirection
();
}
}
}
void
FairyEntity
::
tryToFire
()
{
if
(
x
<
TILE_WIDTH
*
1.3
)
return
;
if
(
y
<
TILE_HEIGHT
*
1.3
)
return
;
if
(
x
>
TILE_WIDTH
*
(
MAP_WIDTH
-
1
)
-
TILE_WIDTH
*
0.3
)
return
;
if
(
y
>
TILE_HEIGHT
*
(
MAP_HEIGHT
-
1
)
-
TILE_HEIGHT
*
0.3
)
return
;
if
(
fireDelay
<=
0.0f
)
{
if
(
fairyType
==
FamiliarFairyTarget
)
{
Vector2D
target
=
game
().
getNearestEnemy
(
x
,
y
);
if
(
target
.
x
>
-1.0f
)
{
BoltEntity
*
bolt
=
new
BoltEntity
(
x
,
y
,
FAIRY_BOLT_LIFE
,
shotType
,
shotLevel
);
bolt
->
setDamages
(
fairyDamages
);
bolt
->
setFlying
(
true
);
bolt
->
setVelocity
(
Vector2D
(
x
,
y
).
vectorTo
(
target
,
FAIRY_BOLT_VELOCITY
));
SoundManager
::
getInstance
().
playSound
(
SOUND_BLAST_STANDARD
);
fireDelay
=
game
().
getPlayer
()
->
isEquiped
(
EQUIP_BELT_ADVANCED
)
?
fairyFireDelay
*
fireDelayAdvancedMult
:
fairyFireDelay
;
if
((
target
.
x
-
x
)
*
(
target
.
x
-
x
)
>
(
target
.
y
-
y
)
*
(
target
.
y
-
y
))
{
if
(
target
.
x
<
x
)
facingDirection
=
4
;
else
facingDirection
=
6
;
}
else
{
if
(
target
.
y
<
y
)
facingDirection
=
8
;
else
facingDirection
=
2
;
}
}
else
{
computeFacingDirection
();
}
}
}
else
{
if
(
fairyType
==
FamiliarFairyTarget
)
{
Vector2D
target
=
game
().
getNearestEnemy
(
x
,
y
);
if
(
target
.
x
>
-1.0f
)
{
if
((
target
.
x
-
x
)
*
(
target
.
x
-
x
)
>
(
target
.
y
-
y
)
*
(
target
.
y
-
y
))
{
if
(
target
.
x
<
x
)
facingDirection
=
4
;
else
facingDirection
=
6
;
}
else
{
if
(
target
.
y
<
y
)
facingDirection
=
8
;
else
facingDirection
=
2
;
}
}
else
computeFacingDirection
();
}
}
}
void
FairyEntity
::
computeFacingDirection
()
{
if
(
isFiring
)
{
isFiring
=
false
;
return
;
}
if
(
!
isPlayer
&&
parentEntity
->
getFireDirection
()
!=
5
)
{
facingDirection
=
parentEntity
->
getFireDirection
();
}
else
if
(
abs
((
int
)
velocity
.
x
)
>
0
||
abs
((
int
)
velocity
.
y
)
>
0
)
{
if
(
abs
((
int
)
velocity
.
x
)
>
abs
((
int
)
velocity
.
y
))
{
if
(
velocity
.
x
>
0.0f
)
facingDirection
=
6
;
else
facingDirection
=
4
;
}
else
{
if
(
velocity
.
y
>
0.0f
)
facingDirection
=
2
;
else
facingDirection
=
8
;
}
}
}
void
FairyEntity
::
checkCollisions
()
{
int
n
=
parentEntity
->
getFairieNumber
();
if
(
n
>
1
)
{
for
(
int
i
=
0
;
i
<
n
;
i
++
)
{
FairyEntity
*
fairy
=
parentEntity
->
getFairy
(
i
);
if
(
this
!=
fairy
)
{
bool
isColliding
=
true
;
int
dist
=
40
;
if
(
x
>
fairy
->
getX
()
+
dist
||
x
<
fairy
->
getX
()
-
dist
||
y
>
fairy
->
getY
()
+
dist
||
y
<
fairy
->
getY
()
-
dist
)
isColliding
=
false
;
if
(
isColliding
)
{
Vector2D
vel
=
(
Vector2D
(
fairy
->
getX
(),
fairy
->
getY
()).
vectorTo
(
Vector2D
(
x
,
y
),
FAIRY_SPEED
*
0.5f
));
velocity
.
x
+=
vel
.
x
;
velocity
.
y
+=
vel
.
y
;
fairy
->
setVelocity
(
Vector2D
(
fairy
->
getVelocity
().
x
-
vel
.
x
,
fairy
->
getVelocity
().
y
-
vel
.
y
));
}
}
}
}
}
void
FairyEntity
::
compute
()
{
if
(
!
isPlayer
)
return
;
int
initialDamage
=
5
;
int
bonusDamage
=
0
;
float
initialFireDelay
=
FAIRY_FIRE_DELAY
;
float
bonusFireDelayMult
=
1.0f
;
float
initialCreatureSpeed
=
FAIRY_SPEED
;
float
bonusSpeedMult
=
1.0f
;
shotType
=
ShotTypeStandard
;
if
(
power
[
PowUpDamage
]
&&
power
[
PowUpDamage2
])
bonusDamage
=
7
;
else
if
(
power
[
PowUpDamage
]
||
power
[
PowUpDamage2
])
bonusDamage
=
3
;
if
(
power
[
PowUpFireRate
])
bonusFireDelayMult
-=
0.15f
;
if
(
power
[
PowUpFireRate2
])
bonusFireDelayMult
-=
0.15f
;
if
(
power
[
PowUpSpeed
])
bonusSpeedMult
+=
0.2f
;
if
(
power
[
PowUpTypeFire
])
{
shotType
=
ShotTypeFire
;
bonusDamage
+=
2
;
}
else
if
(
power
[
PowUpTypeIce
])
shotType
=
ShotTypeIce
;
else
if
(
power
[
PowUpTypePoison
])
shotType
=
ShotTypePoison
;
else
if
(
power
[
PowUpTypeStone
])
shotType
=
ShotTypeStone
;
fairyDamages
=
initialDamage
+
bonusDamage
;
fairyFireDelay
=
initialFireDelay
*
bonusFireDelayMult
;
if
(
power
[
PowUpDouble
])
fairyFireDelay
*=
1.5f
;
creatureSpeed
=
initialCreatureSpeed
*
bonusSpeedMult
;
}
void
FairyEntity
::
gainNewPower
()
{
std
::
vector
<
int
>
powerSet
;
int
setSize
=
0
;
for
(
int
i
=
0
;
i
<
LAST_POWER_UP
;
i
++
)
{
bool
powerOk
=
true
;
if
(
power
[
i
])
powerOk
=
false
;
if
(
PowerUp
(
i
)
>=
PowUpTypeFire
&&
shotType
!=
ShotTypeStandard
)
powerOk
=
false
;
if
(
powerOk
)
{
powerSet
.
push_back
(
i
);
setSize
++
;
if
(
PowerUp
(
i
)
<
PowUpTypeFire
)
{
powerSet
.
push_back
(
i
);
setSize
++
;
}
}
}
if
(
setSize
==
0
)
return
;
int
random
=
rand
()
%
setSize
;
int
randomPower
=
powerSet
[
random
];
power
[
randomPower
]
=
true
;
compute
();
std
::
string
bonusText
;
switch
(
PowerUp
(
randomPower
))
{
case
PowUpDamage
:
case
PowUpDamage2
:
bonusText
=
"Damage up!"
;
break
;
case
PowUpFireRate
:
case
PowUpFireRate2
:
bonusText
=
"Fire rate up!"
;
break
;
case
PowUpDouble
:
bonusText
=
"Double shot!"
;
break
;
case
PowUpSpeed
:
bonusText
=
"Speed up!"
;
break
;
case
PowUpCritical
:
bonusText
=
"Critical hit chance!"
;
break
;
case
PowUpTypeFire
:
bonusText
=
"Fire attack!"
;
break
;
case
PowUpTypeIce
:
bonusText
=
"Ice attack!"
;
break
;
case
PowUpTypePoison
:
bonusText
=
"Poison attack!"
;
break
;
case
PowUpTypeStone
:
bonusText
=
"Stone attack!"
;
break
;
case
LAST_POWER_UP
:
bonusText
=
"error"
;
break
;
}
TextEntity
*
text
=
new
TextEntity
(
bonusText
,
16
,
x
,
y
-
30.0f
);
text
->
setColor
(
TextEntity
::
COLOR_FADING_YELLOW
);
text
->
setAge
(
-0.6f
);
text
->
setLifetime
(
1.3f
);
text
->
setWeight
(
-50.0f
);
text
->
setZ
(
2000
);
text
->
setAlignment
(
ALIGN_CENTER
);
text
->
setType
(
ENTITY_FLYING_TEXT
);
}
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