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diff --git a/media/items_equip.png b/media/items_equip.png
index 0da81d7..719de1b 100644
Binary files a/media/items_equip.png and b/media/items_equip.png differ
diff --git a/src/BoltEntity.cpp b/src/BoltEntity.cpp
index e080f76..ac3d941 100644
--- a/src/BoltEntity.cpp
+++ b/src/BoltEntity.cpp
@@ -1,224 +1,224 @@
#include "BoltEntity.h"
#include "Constants.h"
#include "DungeonMap.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
BoltEntity::BoltEntity(sf::Texture* image, float x, float y, float boltLifeTime, enumShotType boltType, int level = 1) : CollidingSpriteEntity (image, x, y, BOLT_WIDTH, BOLT_HEIGHT)
{
lifetime = boltLifeTime;
setDamages(INITIAL_BOLT_DAMAGES);
type = ENTITY_BOLT;
- viscosity = 0.97f;
+ viscosity = INITIAL_BOLT_VISCOSITY;
this->level = level;
- if (boltType == ShotTypeLightning) viscosity = 0.98f;
+ if (boltType == ShotTypeLightning) viscosity += LIGHTNING_VISCOSITY_INCREASE[level];
frame = 0;
this->boltType = boltType;
switch (boltType)
{
case ShotTypeStandard: frame = 0; break;
case ShotTypeIce: frame = 2; break;
case ShotTypeStone: frame = 4; break;
case ShotTypeLightning: frame = 5; break;
case ShotTypeIllusion: frame = 3; break;
}
testWallsCollision = false;
}
int BoltEntity::getDamages()
{
return damages;
}
unsigned int BoltEntity::getLevel()
{
return level;
}
void BoltEntity::setDamages(int damages)
{
this->damages = damages;
if (damages <= 4) renderScale = 0.8f;
else if (damages <= 8) renderScale = 0.85f;
else if (damages <= 12) renderScale = 0.9f;
else if (damages <= 16) renderScale = 1.0f;
else if (damages <= 20) renderScale = 1.1f;
else if (damages <= 24) renderScale = 1.2f;
else if (damages <= 30) renderScale = 1.3f;
else renderScale = 1.4f;
sprite.scale(renderScale, renderScale);
}
enumShotType BoltEntity::getBoltType()
{
return boltType;
}
void BoltEntity::animate(float delay)
{
SpriteEntity* trace = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_BOLT), x, y, BOLT_WIDTH, BOLT_HEIGHT);
trace->setFading(true);
trace->setZ(y);
trace->setLifetime(0.2f);
trace->setShrinking(true, renderScale, renderScale);
trace->setType(16);
trace->setFrame(frame);
z = y + height;
testWallsCollision = true;
CollidingSpriteEntity::animate(delay);
testWallsCollision = false;
if ( (lifetime - age) < 0.2f)
{
if (age >= lifetime)
sprite.setColor(sf::Color(255, 255, 255, 0));
else
sprite.setColor(sf::Color(255, 255, 255, (sf::Uint8)((lifetime - age) / 0.2f * 255)));
}
if (((velocity.x)*(velocity.x) + (velocity.y)*(velocity.y)) < 1500.0f) isDying = true;
}
void BoltEntity::calculateBB()
{
int colSize = testWallsCollision ? 1 : 10;
boundingBox.left = x - colSize;
boundingBox.width = colSize * 2;
boundingBox.top = y - colSize;
boundingBox.height = colSize * 2;
}
void BoltEntity::collide()
{
isDying = true;
for (int i=0; i<5; i++)
{
Vector2D vel(40.0f + rand() % 50);
generateParticule(vel);
}
}
void BoltEntity::generateParticule(Vector2D vel)
{
SpriteEntity* trace = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_BOLT), x, y, BOLT_WIDTH, BOLT_HEIGHT);
trace->setFading(true);
trace->setZ(y);
trace->setLifetime(0.5f);
trace->setScale(0.3f, 0.3f);
trace->setVelocity(vel);
trace->setViscosity(0.97f);
trace->setType(16);
trace->setFrame(frame);
}
bool BoltEntity::collideWithMap(int direction)
{
calculateBB();
int xTile0 = (boundingBox.left - offsetX) / tileWidth;
int xTilef = (boundingBox.left + boundingBox.width - offsetX) / tileWidth;
int yTile0 = (boundingBox.top - offsetY) / tileHeight;
int yTilef = (boundingBox.top + boundingBox.height - offsetY) / tileHeight;
if (boundingBox.top < 0) yTile0 = -1;
for (int xTile = xTile0; xTile <= xTilef; xTile++)
for (int yTile = yTile0; yTile <= yTilef; yTile++)
{
if (boltType != ShotTypeIllusion)
{
if ( dynamic_cast<DungeonMap*>(map)->isShootable(xTile, yTile) == false ) return true;
}
}
return false;
}
void BoltEntity::collideMapRight()
{
if (boltType == ShotTypeLightning)
{
velocity.x = -velocity.x;
}
else
{
velocity.x = 0.0f;
isDying = true;
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
for (int i=0; i<5; i++)
{
Vector2D vel(100.0f + rand() % 150);
if (vel.x > 0.0f) vel.x = - vel.x;
generateParticule(vel);
}
}
}
void BoltEntity::collideMapLeft()
{
if (boltType == ShotTypeLightning)
{
velocity.x = -velocity.x;
}
else
{
velocity.x = 0.0f;
isDying = true;
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
for (int i=0; i<5; i++)
{
Vector2D vel(100.0f + rand() % 150);
if (vel.x < 0.0f) vel.x = - vel.x;
generateParticule(vel);
}
}
}
void BoltEntity::collideMapTop()
{
if (boltType == ShotTypeLightning)
{
velocity.y = -velocity.y;
}
else
{
velocity.y = 0.0f;
isDying = true;
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
for (int i=0; i<5; i++)
{
Vector2D vel(100.0f + rand() % 150);
if (vel.y < 0.0f) vel.y = - vel.y;
generateParticule(vel);
}
}
}
void BoltEntity::collideMapBottom()
{
if (boltType == ShotTypeLightning)
{
velocity.y = -velocity.y;
}
else
{
velocity.y = 0.0f;
isDying = true;
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
for (int i=0; i<5; i++)
{
Vector2D vel(100.0f + rand() % 150);
if (vel.y > 0.0f) vel.y = - vel.y;
generateParticule(vel);
}
}
}
diff --git a/src/Constants.h b/src/Constants.h
index 20844d8..c74637e 100644
--- a/src/Constants.h
+++ b/src/Constants.h
@@ -1,304 +1,309 @@
/** This file is part of Witch Blast.
*
* Witch Blast is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Witch Blast is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Witch Blast. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef CONSTANTS_H_INCLUDED
#define CONSTANTS_H_INCLUDED
// uncomment to show bounding box in the app
// #define SHOW_BOUNDING_BOX
#include <string>
const std::string APP_NAME = "Witch Blast";
const std::string APP_VERSION = "0.1.2";
const std::string CONFIG_FILE = "config.dat";
const std::string SAVE_FILE = "game.sav";
const std::string SAVE_VERSION = "SAVE_0.1.2.1";
// Client size
const int SCREEN_WIDTH = 970;
const int SCREEN_HEIGHT = 720;
// Tile set
const int TILE_WIDTH = 64;
const int TILE_HEIGHT = 64;
// Tile map offset
const int OFFSET_X = 5;
const int OFFSET_Y = 5;
const int MAP_WIDTH = 15;
const int MAP_HEIGHT = 9;
const int MENU_MAP_WIDTH = 16;
const int MENU_MAP_HEIGHT = 13;
const int GAME_WIDTH = MAP_WIDTH * TILE_WIDTH;
const int GAME_HEIGHT = MAP_HEIGHT * TILE_HEIGHT;
const int FLOOR_WIDTH = 13;
const int FLOOR_HEIGHT = 7;
const int ITEM_WIDTH = 32;
const int ITEM_HEIGHT = 32;
const int BOLT_WIDTH = 24;
const int BOLT_HEIGHT = 24;
const int BB_LEFT = 22;
const int BB_RIGHT = 22;
const int BB_TOP = 4;
const int BB_BOTTOM = 31;
const float FADE_IN_DELAY = 1.0f;
const float FADE_OUT_DELAY = 1.0f;
enum item_images {
IMAGE_PLAYER_BASE,
IMAGE_PLAYER_EQUIP,
IMAGE_PLAYER_COLLAR,
IMAGE_BOLT,
IMAGE_TILES,
IMAGE_RAT,
IMAGE_MINIMAP,
IMAGE_DOOR,
IMAGE_ITEMS,
IMAGE_ITEMS_EQUIP,
IMAGE_CHEST,
IMAGE_BAT,
IMAGE_FLOWER,
IMAGE_SLIME,
IMAGE_GIANT_SLIME,
IMAGE_KING_RAT,
IMAGE_BLOOD,
IMAGE_CORPSES,
IMAGE_CORPSES_BIG,
IMAGE_STAR,
IMAGE_STAR_2,
IMAGE_INTERFACE,
IMAGE_HUD_SHOTS,
IMAGE_PNJ,
IMAGE_FAIRY
};
enum sound_resources {
SOUND_STEP,
SOUND_BLAST_STANDARD,
SOUND_BLAST_FLOWER,
SOUND_DOOR_CLOSING,
SOUND_DOOR_OPENING,
SOUND_CHEST_OPENING,
SOUND_IMPACT,
SOUND_BONUS,
SOUND_DRINK,
SOUND_EAT,
SOUND_PLAYER_HIT,
SOUND_PLAYER_DIE,
SOUND_ENNEMY_DYING,
SOUND_COIN_PICK_UP,
SOUND_PAY,
SOUND_WALL_IMPACT,
SOUND_BIG_WALL_IMPACT,
SOUND_KING_RAT_1,
SOUND_KING_RAT_2,
SOUND_KING_RAT_DIE,
SOUND_SLIME_JUMP,
SOUND_SLIME_IMAPCT,
SOUND_SLIME_IMAPCT_WEAK,
SOUND_SLIME_SMASH,
SOUND_ICE_CHARGE,
SOUND_ELECTRIC_CHARGE,
SOUND_SHOT_SELECT,
SOUND_HEART
};
enum corpses_ressources{
FRAME_CORPSE_RAT,
FRAME_CORPSE_BAT,
FRAME_CORPSE_FLOWER,
FRAME_CORPSE_GREEN_RAT,
FRAME_CORPSE_SLIME,
FRAME_CORPSE_BLACK_RAT,
FRAME_CORPSE_KING_RAT,
FRAME_CORPSE_GIANT_SLIME
};
// Player game play
const float INITIAL_PLAYER_SPEED = 180.0f;
const int INITIAL_PLAYER_HP = 20;
const float INITIAL_PLAYER_FIRE_DELAY = 0.7f;
const float ACQUIRE_DELAY = 2.8f;
const float UNLOCK_DELAY = 1.0f;
const float INITIAL_BOLT_LIFE = 0.4f;
const int INITIAL_BOLT_DAMAGES = 8;
const float INITIAL_BOLT_VELOCITY = 700.0f;
+const float INITIAL_BOLT_VISCOSITY = 0.97f;
const float FAIRY_SPEED = 180.0f;
const float FAIRY_FIRE_DELAY = 0.8f;
const float ICE_FAIRY_FIRE_DELAY = 1.3f;
const float FAIRY_BOLT_LIFE = 0.4f;
const int FAIRY_BOLT_DAMAGES = 8;
const float FAIRY_BOLT_VELOCITY = 700.0f;
enum chest_type_enum {
CHEST_BASIC,
CHEST_EXIT,
CHEST_FAIRY
};
// Artefact Info
const float ARTEFACT_RECT_WIDTH = 600.0f;
const float ARTEFACT_RECT_HEIGHT = 100.0f;
const float ARTEFACT_POS_Y = 450.0f;
const float ARTEFACT_BORDER = 8.0f;
const float ARTEFACT_ZOOM_TIME = 0.5f;
// shot types
enum enumShotType {
ShotTypeStandard,
ShotTypeIce,
ShotTypeIllusion,
ShotTypeStone,
ShotTypeLightning
};
// special shots effects
const int MAX_SHOT_LEVEL = 3;
const float STATUS_FROZEN_DELAY[MAX_SHOT_LEVEL] // how long the freeze occurs
= { 4.0f, 5.0f, 6.0f };
const float STATUS_FROZEN_BOLT_DELAY[MAX_SHOT_LEVEL] // reload time
= { 3.0f, 2.6f, 2.0f };
const float STATUS_FROZEN_MULT[MAX_SHOT_LEVEL] // speed multiplier (= 3 times slower)
= { 0.38f, 0.33f, 0.28f };
const float STONE_DECOIL_DELAY[MAX_SHOT_LEVEL] // how long the stun occurs
= { 0.15f, 0.3f, 0.5f };
const float STONE_DECOIL_VELOCITY[MAX_SHOT_LEVEL] // Decoil power
= { 110.0f, 160.0f, 220.0f };
+const float ILLUSION_DAMAGES_DECREASE[MAX_SHOT_LEVEL] // Decoil power
+ = { 0.8f, 0.9f, 1.0f };
+const float LIGHTNING_VISCOSITY_INCREASE[MAX_SHOT_LEVEL] // Decoil power
+ = { 0.012, 0.02f, 0.028f };
// entity type
const int ENTITY_PLAYER = 1;
const int ENTITY_FAMILIAR = 2;
const int ENTITY_DOOR = 3;
const int ENTITY_ARTIFACT_DESCRIPTION = 9;
const int ENTITY_BLOOD = 11;
const int ENTITY_CORPSE = 12;
const int ENTITY_EFFECT = 13;
const int ENTITY_BOLT = 15;
const int ENTITY_ENNEMY_BOLT = 16;
const int ENTITY_PNJ = 17;
const int ENTITY_CHEST = 18;
const int ENTITY_ITEM = 19;
const int ENTITY_ENNEMY = 21;
const int ENTITY_ENNEMY_INVOCATED = 22;
const int ENTITY_ENNEMY_BOSS = 23;
const int ENTITY_ENNEMY_MAX = 23;
// monster type
enum monster_type_enum
{
MONSTER_RAT,
MONSTER_BAT,
MONSTER_EVIL_FLOWER,
MONSTER_SLIME,
MONSTER_BLACK_RAT,
MONSTER_KING_RAT
};
const float DOOR_OPEN_TIME = 1.0f;
const float DOOR_CLOSE_TIME = 1.0f;
// Rat
const float RAT_SPEED = 160.0f;
const int RAT_HP = 24;
const int RAT_DAMAGES = 5;
const int RAT_BB_LEFT = 14;
const int RAT_BB_WIDTH_DIFF = 28;
const int RAT_BB_TOP = 22;
const int RAT_BB_HEIGHT_DIFF = 22;
// Green Rat
const float GREEN_RAT_SPEED = 170.0f;
const int GREEN_RAT_HP = 16;
const int GREEN_RAT_DAMAGES = 5;
const float GREEN_RAT_FADE = 1.0f;
// Black Rat
const float BLACK_RAT_SPEED = 160.0f;
const int BLACK_RAT_HP = 24;
const int BLACK_RAT_DAMAGES = 5;
// Bat
const float BAT_SPEED = 250.0f;
const int BAT_HP = 8;
const int BAT_DAMAGES = 5;
const int BAT_BB_LEFT = 5;
const int BAT_BB_WIDTH_DIFF = 10;
const int BAT_BB_TOP = 2;
const int BAT_BB_HEIGHT_DIFF = 32;
// Evl Flower
const int EVIL_FLOWER_HP = 16;
const int EVIL_FLOWER_MELEE_DAMAGES = 8;
const int EVIL_FLOWER_MISSILE_DAMAGES = 5;
const int EVIL_FLOWER_BB_LEFT = 14;
const int EVIL_FLOWER_BB_WIDTH_DIFF = 28;
const int EVIL_FLOWER_BB_TOP = 22;
const int EVIL_FLOWER_BB_HEIGHT_DIFF = 22;
const float EVIL_FLOWER_FIRE_DELAY = 2.7f;
const float EVIL_FLOWER_FIRE_VELOCITY = 220.0f;
// Slime
const int SLIME_HP = 16;
const int SLIME_DAMAGES = 5;
const int SLIME_BB_LEFT = 13;
const int SLIME_BB_WIDTH_DIFF = 26;
const int SLIME_BB_TOP = 38;
const int SLIME_BB_HEIGHT_DIFF = 40;
// Giant Slime
const int GIANT_SLIME_HP = 650;
const int GIANT_SLIME_DAMAGES = 8;
const int GIANT_SLIME_MISSILE_DAMAGES = 6;
const float GIANT_SLIME_MISSILE_DELAY = 0.33f;
const float GIANT_SLIME_FIRE_VELOCITY = 200.0f;
const int GIANT_SLIME_BB_LEFT = 26;
const int GIANT_SLIME_BB_WIDTH_DIFF = 52;
const int GIANT_SLIME_BB_TOP = 64;
const int GIANT_SLIME_BB_HEIGHT_DIFF = 12;
const int GIANT_SLIME_SPEED = 85.0f;
// KingRat
const float KING_RAT_SPEED = 200.0f;
const float KING_RAT_RUNNING_SPEED = 600.0f;
const float KING_RAT_BERSERK_SPEED = 250.0f;
const float KING_RAT_RUNNING_RECOIL = 750.0f;
const int KING_RAT_HP = 700;
const int KING_RAT_DAMAGES = 8;
// EFFECTS
const float HURTING_DELAY = 0.4f;
const float HEART_BEAT_DELAY = 1.2f;
#endif // CONSTANTS_H_INCLUDED
diff --git a/src/Items.h b/src/Items.h
index 52f3e46..430ca18 100644
--- a/src/Items.h
+++ b/src/Items.h
@@ -1,213 +1,225 @@
#ifndef ITEMS_H
#define ITEMS_H
#include "Constants.h"
/** Alignment enum
* Alignment of the player and equipment.
*/
enum enumAlignment
{
AlignmentNone, /**< No alignment */
AlignmentLight, /**< Light (order) */
AlignmentDark /**< Dark (chaos) */
};
const int SPECIAL_SHOT_SLOTS_STANDARD = 2;
const int SPECIAL_SHOT_SLOTS_ADVANCED = 2;
const int SPECIAL_SHOT_SLOTS = 1 + SPECIAL_SHOT_SLOTS_STANDARD + SPECIAL_SHOT_SLOTS_ADVANCED;
/** Rarity enum
* Rarity of the equipment.
*/
enum enumRarity
{
RarityCommon, /**< Common */
RarityUnommon, /**< Uncommon */
RarityRare /**< Rare */
};
/** Familiar enum
* Familiars.
*/
enum enumFamiliar
{
FamiliarNone = -1, /**< No familiar */
FamiliarFairy, /**< Standard Fairy */
FamiliarFairyIce /**< Ice Fairy */
};
const int FAIRY_NUMBER = 2;
/** Item type enum
* All the items and equipments.
*/
enum enumItemType
{
ItemCopperCoin,
ItemSilverCoin,
ItemGoldCoin,
itemHealth,
itemBossHeart,
ItemMagicianHat, // first equip item
ItemLeatherBoots,
ItemBookDualShots,
ItemRageAmulet,
ItemBossKey,
ItemVibrationGloves,
ItemMahoganyStaff,
ItemFairy,
ItemLeatherBelt,
ItemBloodSnake,
ItemGemIce,
ItemGemIllusion,
ItemGemStone,
ItemGemLightning,
ItemFairyIce,
ItemRingIce,
- ItemRingStone
+ ItemRingStone,
+ ItemRingLightning,
+ ItemRingIllusion
};
const int FirstEquipItem = (int) ItemMagicianHat; /*!< Used as an offset when creating items */
/*!
* \brief Item structure
*
* Contains all the data for an item.
*/
struct itemStuct
{
enumItemType type; /**< The item ID */
std::string name; /**< The item name */
std::string description; /**< The item description */
int price; /**< The item price (for shops) */
bool equip; /**< True if the item is an equipment */
enumFamiliar familiar; /**< True if the "item" is a familiar */
bool canBeSold; /**< True if the item is can be sold */
bool canBeFound; /**< True if the item is can be found */
bool generatesStance; /**< True if picking the item generates an acquiring stance*/
int level; /**< Minimal level where the item can be found */
enumRarity rarity; /**< Item rarity */
enumAlignment alignment; /**< Item alignment */
int requirement; /**< Pre-requisite item */
enumShotType specialShot; /**< Special shot */
};
-const int NUMBER_ITEMS = 22; /*!< Total number of items */
+const int NUMBER_ITEMS = 24; /*!< Total number of items */
/** Array with all the items and data */
const itemStuct items[NUMBER_ITEMS] =
{
{
ItemCopperCoin, "Copper coin", "A copper coin (value 1)",
1, false, FamiliarNone, false, false, false, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemSilverCoin, "Silver coin", "A silver coin (value 5)",
5, false, FamiliarNone, false, false, false, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemGoldCoin, "Gold coin", "A gold coin (value 20)",
20, false, FamiliarNone, false, false, false, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
itemHealth, "Health potion", "A health potion",
8, false, FamiliarNone, true, false, false, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
itemBossHeart, "Titan's Heart", "Increases Max HP",
250, false, FamiliarNone, false, false, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemMagicianHat, "Enchanter Hat", "Increases fire rate",
20, true, FamiliarNone, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemLeatherBoots, "Velvet Boots", "Increases speed",
20, true, FamiliarNone, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemBookDualShots, "Spell : Dual Bolts", "Shoots two bolts",
20, true, FamiliarNone, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemRageAmulet, "Rage Amulet", "Increases fire range",
20, true, FamiliarNone, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemBossKey, "Boss Key", "Open the Boss gate",
200, true, FamiliarNone, false, false, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemVibrationGloves, "Vibration Gloves", "Increases bolt's speed and damages",
20, true, FamiliarNone, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemMahoganyStaff, "Mahogany Staff", "Increases bolt's speed and damages",
20, true, FamiliarNone, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemFairy, "Fairy", "Help you in the dungeon",
20, true, FamiliarFairy, false, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemLeatherBelt, "Leather Belt", "Increases fire rate",
20, true, FamiliarNone, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemBloodSnake, "Blood Snake", "Increases damages",
25, true, FamiliarNone, true, true, true, 1, RarityUnommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemGemIce, "Ice Gem", "Ice attack (freeze)",
25, true, FamiliarNone, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeIce
},
{
ItemGemIllusion, "Illusion Gem", "Illusion attack (ignore walls)",
25, true, FamiliarNone, true, true, true, 4, RarityUnommon, AlignmentDark, -1, ShotTypeIllusion
},
{
ItemGemStone, "Stone Gem", "Stone attack (repulse)",
25, true, FamiliarNone, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStone
},
{
ItemGemLightning, "Lighting Gem", "Lightning attack (bouncing)",
25, true, FamiliarNone, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeLightning
},
{
ItemFairyIce, "Ice Fairy", "Help you in the dungeon",
40, true, FamiliarFairyIce, false, true, true, 1, RarityUnommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemRingIce, "Sapphire Ring", "Increases ice power",
45, true, FamiliarNone, true, true, true, 2, RarityUnommon, AlignmentNone, ItemGemIce, ShotTypeStandard
},
{
ItemRingStone, "Obsidian Ring", "Increases stone power",
45, true, FamiliarNone, true, true, true, 2, RarityUnommon, AlignmentNone, ItemGemStone, ShotTypeStandard
+ },
+ {
+ ItemRingLightning, "Opal Ring", "Increases lightning power",
+ 45, true, FamiliarNone, true, true, true, 2, RarityUnommon, AlignmentNone, ItemGemLightning, ShotTypeStandard
+ },
+ {
+ ItemRingIllusion, "Quartz Ring", "Increases illusion power",
+ 45, true, FamiliarNone, true, true, true, 2, RarityUnommon, AlignmentNone, ItemGemIllusion, ShotTypeStandard
}
};
-const int NUMBER_EQUIP_ITEMS = 17; /*!< Number of equip items */
+const int NUMBER_EQUIP_ITEMS = 19; /*!< Number of equip items */
/** Item equipment type enum
* All the equipments.
*/
enum item_equip_enum {
EQUIP_ENCHANTER_HAT,
EQUIP_LEATHER_BOOTS,
EQUIP_BOOK_DUAL,
EQUIP_CONCENTRATION_AMULET,
EQUIP_BOSS_KEY,
EQUIP_VIBRATION_GLOVES,
EQUIP_MAHOGANY_STAFF,
EQUIP_FAIRY,
EQUIP_LEATHER_BELT,
EQUIP_BLOOD_SNAKE,
EQUIP_GEM_ICE,
EQUIP_GEM_ILLUSION,
EQUIP_GEM_STONE,
EQUIP_GEM_LIGHTNING,
EQUIP_FAIRY_ICE,
EQUIP_RING_ICE,
- EQUIP_RING_STONE
+ EQUIP_RING_STONE,
+ EQUIP_RING_LIGHTNING,
+ EQUIP_RING_ILLUSION
};
#endif
diff --git a/src/PlayerEntity.cpp b/src/PlayerEntity.cpp
index 59c4d8b..13f108a 100644
--- a/src/PlayerEntity.cpp
+++ b/src/PlayerEntity.cpp
@@ -1,925 +1,931 @@
#include "PlayerEntity.h"
#include "BoltEntity.h"
#include "EnnemyBoltEntity.h"
#include "ItemEntity.h"
#include "FairyEntity.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "Constants.h"
#include "WitchBlastGame.h"
#include "TextEntity.h"
#include <iostream>
#include <sstream>
PlayerEntity::PlayerEntity(float x, float y)
: BaseCreatureEntity (ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE), x, y, 80, 128)
{
currentFireDelay = -1.0f;
canFirePlayer = true;
type = ENTITY_PLAYER;
imagesProLine = 8;
playerStatus = playerStatusPlaying;
hp = INITIAL_PLAYER_HP;
hpDisplay = hp;
hpMax = INITIAL_PLAYER_HP;
gold = 0;
boltLifeTime = INITIAL_BOLT_LIFE;
specialBoltTimer = -1.0f;
bloodColor = bloodRed;
// init the equipment (to empty)
for (int i = 0; i < NUMBER_EQUIP_ITEMS; i++) equip[i] = false;
collidingDirection = 0;
// init the shots (to none)
for (int i = 0; i < SPECIAL_SHOT_SLOTS; i++)
{
specialShots[i] = ShotTypeStandard;
specialShotLevel[i] = 0;
}
specialShotIndex = 0;
needInitShotType = false;
computePlayer();
firingDirection = 5;
facingDirection = 2;
}
void PlayerEntity::moveTo(float newX, float newY)
{
float dx = newX - x;
float dy = newY - y;
x = newX;
y = newY;
for(int unsigned i = 0; i < fairies.size(); i++)
{
fairies[i]->setX(fairies[i]->getX() + dx);
fairies[i]->setY(fairies[i]->getY() + dy);
}
}
int PlayerEntity::getFacingDirection()
{
return facingDirection;
}
float PlayerEntity::getPercentFireDelay()
{
if (canFirePlayer) return 1.0f;
else return (1.0f - currentFireDelay / fireDelay);
}
int PlayerEntity::getCollidingDirection()
{
return collidingDirection;
}
PlayerEntity::playerStatusEnum PlayerEntity::getPlayerStatus()
{
return playerStatus;
}
void PlayerEntity::setPlayerStatus(PlayerEntity::playerStatusEnum playerStatus)
{
this->playerStatus = playerStatus;
}
bool PlayerEntity::isDead()
{
return playerStatus==playerStatusDead;
}
void PlayerEntity::setEntering()
{
playerStatus = playerStatusEntering;
}
void PlayerEntity::setLeavingLevel()
{
playerStatus = playerStatusGoingUp;
}
void PlayerEntity::pay(int price)
{
gold -= price;
if (gold < 0) gold = 0;
SoundManager::getSoundManager()->playSound(SOUND_PAY);
}
void PlayerEntity::animate(float delay)
{
// shot timer
if (specialBoltTimer >= 0.0f)
{
specialBoltTimer -= delay;
if (specialBoltTimer <= 0.0f)
{
if (getShotType() == ShotTypeIce) SoundManager::getSoundManager()->playSound(SOUND_ICE_CHARGE);
}
}
// rate of fire
if (!canFirePlayer)
{
currentFireDelay -= delay;
canFirePlayer = (currentFireDelay <= 0.0f);
}
// acquisition animation
if (playerStatus == playerStatusAcquire)
{
acquireDelay -= delay;
if (acquireDelay <= 0.0f)
{
if (acquiredItem >= FirstEquipItem)
{
equip[acquiredItem - FirstEquipItem] = true;
if (items[acquiredItem].familiar > FamiliarNone)
{
setEquiped(acquiredItem - FirstEquipItem, true);
}
if (items[acquiredItem].specialShot != (ShotTypeStandard))
registerSpecialShot(acquiredItem);
computePlayer();
}
else
{
if (acquiredItem == itemBossHeart)
{
int hpBonus = 2 + rand() % 4;
hpMax += hpBonus;
hp += hpBonus;
hpDisplay += hpBonus;
SoundManager::getSoundManager()->playSound(SOUND_EAT);
std::ostringstream oss;
oss << "HP Max +" << hpBonus;
TextEntity* text = new TextEntity(oss.str(), 14, x, y - 50.0f);
text->setColor(TextEntity::COLOR_GREEN);
text->setLifetime(2.0f);
text->setWeight(-100.0f);
}
}
playerStatus = playerStatusPlaying;
}
}
// unlocking animation
else if (playerStatus == playerStatusUnlocking)
{
acquireDelay -= delay;
if (acquireDelay <= 0.0f)
{
playerStatus = playerStatusPlaying;
}
}
if (playerStatus == playerStatusDead)
velocity = Vector2D(0.0f, 0.0f);
else
testSpriteCollisions();
collidingDirection = 0;
BaseCreatureEntity::animate(delay);
if (firingDirection != 5)
facingDirection = firingDirection;
if (isMoving())
{
frame = ((int)(age * 5.0f)) % 4;
if (frame == 3) frame = 1;
SoundManager::getSoundManager()->playSound(SOUND_STEP);
}
else if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
frame = 0;
else if (playerStatus == playerStatusDead)
frame = 0;
else // standing
{
frame = 1;
}
if (x < OFFSET_X)
game().moveToOtherMap(4);
else if (x > OFFSET_X + MAP_WIDTH * TILE_WIDTH)
game().moveToOtherMap(6);
else if (y < OFFSET_Y)
game().moveToOtherMap(8);
else if (y > OFFSET_Y + MAP_HEIGHT * TILE_HEIGHT - 15)
game().moveToOtherMap(2);
if (playerStatus == playerStatusEntering)
{
if (boundingBox.left > OFFSET_X + TILE_WIDTH
&& (boundingBox.left + boundingBox.width) < OFFSET_X + TILE_WIDTH * (MAP_WIDTH - 1)
&& boundingBox.top > OFFSET_Y + TILE_HEIGHT
&& (boundingBox.top + boundingBox.height) < OFFSET_Y + TILE_HEIGHT * (MAP_HEIGHT - 1))
{
playerStatus = playerStatusPlaying;
game().closeDoors();
}
}
if (playerStatus == playerStatusDead)
{
z = OFFSET_Y - 2;
}
}
void PlayerEntity::renderHead(sf::RenderTarget* app)
{
if (playerStatus != playerStatusDead)
{
sprite.setTextureRect(sf::IntRect( (frame / 3 + spriteDx) * width, 0, width, height));
app->draw(sprite);
if (equip[EQUIP_ENCHANTER_HAT])
{
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
sprite.setTextureRect(sf::IntRect( 0, 0, width, height));
else
sprite.setTextureRect(sf::IntRect( (frame / 3 + spriteDx) * width, 0, width, height));
app->draw(sprite);
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
}
}
}
void PlayerEntity::renderBody(sf::RenderTarget* app)
{
sprite.setTextureRect(sf::IntRect( (frame + spriteDx) * width, height, width, height));
app->draw(sprite);
if (equip[EQUIP_CONCENTRATION_AMULET])
{
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_COLLAR));
if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
sprite.setTextureRect(sf::IntRect( 0, 0, width, height));
else
sprite.setTextureRect(sf::IntRect( (spriteDx / 3) * width, 0, width, height));
app->draw(sprite);
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
}
if (equip[EQUIP_LEATHER_BELT])
{
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
sprite.setTextureRect(sf::IntRect( (frame + spriteDx) * width, height, width, height));
app->draw(sprite);
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
}
}
void PlayerEntity::renderHands(sf::RenderTarget* app)
{
if (equip[EQUIP_VIBRATION_GLOVES]) sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
sprite.setTextureRect(sf::IntRect( (frame + spriteDx) * width, height * 3, width, height));
app->draw(sprite);
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
}
void PlayerEntity::renderFeet(sf::RenderTarget* app)
{
if (equip[EQUIP_LEATHER_BOOTS]) sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
sprite.setTextureRect(sf::IntRect( (frame + spriteDx) * width, height * 2, width, height));
app->draw(sprite);
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
}
void PlayerEntity::renderStaff(sf::RenderTarget* app)
{
if (equip[EQUIP_MAHOGANY_STAFF]) sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
int xSnake, ySnake;
int xStone, yStone;
if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
{
sprite.setTextureRect(sf::IntRect( 12 * width, height * 4, width, height));
app->draw(sprite);
xSnake = 13 * width;
ySnake = height * 4;
xStone = 13 * width;
yStone = height * 4;
}
else if (isMoving() || firingDirection != 5)
{
sprite.setTextureRect(sf::IntRect( (frame / 3 + spriteDx) * width, height * 4, width, height));
app->draw(sprite);
xSnake = (frame / 3 + spriteDx + 1) * width;
ySnake = height * 4;
xStone = (frame / 3 + spriteDx + 1) * width;
yStone = height * 4;
}
else
{
sprite.setTextureRect(sf::IntRect( (spriteDx / 3 + 14) * width, height * 4, width, height));
app->draw(sprite);
xSnake = (spriteDx / 3 + 14) * width;
ySnake = 0;
xStone = (spriteDx / 3 + 14) * width;
yStone = height * 2;
}
if (equip[EQUIP_BLOOD_SNAKE])
{
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
sprite.setTextureRect(sf::IntRect( xSnake, ySnake, width, height));
app->draw(sprite);
}
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
if (getShotType() != ShotTypeStandard)
{
switch (getShotType())
{
case ShotTypeIce: sprite.setColor(sf::Color(100, 220, 255, 255)); break;
case ShotTypeStone: sprite.setColor(sf::Color(120, 120, 150, 255)); break;
case ShotTypeLightning: sprite.setColor(sf::Color(255, 255, 0, 255)); break;
case ShotTypeIllusion: sprite.setColor(sf::Color(240, 180, 250, 255)); break;
case ShotTypeStandard: sprite.setColor(sf::Color(255, 255, 255, 0)); break;
}
sprite.setTextureRect(sf::IntRect( xStone, yStone, width, height));
app->draw(sprite);
sprite.setColor(sf::Color(255, 255, 255, 255));
}
}
void PlayerEntity::render(sf::RenderTarget* app)
{
sprite.setPosition(x, y);
spriteDx = 0;
if (facingDirection == 8) spriteDx = 3;
if (facingDirection == 4) spriteDx = 6;
if (facingDirection == 6) spriteDx = 9;
if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking) spriteDx = 12;
if (playerStatus == playerStatusDead)
{
spriteDx = 13;
// blood
sprite.setTextureRect(sf::IntRect( width, 0, width, height));
app->draw(sprite);
}
else
{
// shadow
sprite.setTextureRect(sf::IntRect( 2 * width, 0, width, height));
app->draw(sprite);
}
if (facingDirection == 8 || facingDirection == 4)
{
renderStaff(app);
renderHead(app);
renderBody(app);
renderFeet(app);
renderHands(app);
}
else
{
renderBody(app);
renderHead(app);
renderFeet(app);
renderStaff(app);
renderHands(app);
}
// gems
if (getShotType() == ShotTypeIce || getShotType() == ShotTypeLightning)
{
int fade;
if (getShotType() != ShotTypeIce || specialBoltTimer <= 0.0f) fade = 255;
else fade = ((STATUS_FROZEN_BOLT_DELAY[getShotLevel()] - specialBoltTimer) / STATUS_FROZEN_BOLT_DELAY[getShotLevel()]) * 128;
if (getShotType() == ShotTypeLightning)
fade = 150 + rand() % 105;
if (getShotType() == ShotTypeIce)
sprite.setTextureRect(sf::IntRect(320, 0, 20, 20));
else if (getShotType() == ShotTypeLightning)
sprite.setTextureRect(sf::IntRect(340, 0, 20, 20));
sprite.setColor(sf::Color(255, 255, 255, fade));
if (isMoving() || firingDirection != 5)
{
if (facingDirection == 2 )
sprite.setPosition(x + 16, y + 36);
else if (facingDirection == 8 )
sprite.setPosition(x + 43, y + 36);
else if (facingDirection == 4 )
sprite.setPosition(x - 3 , y + 41);
else
sprite.setPosition(x + 63, y + 41);
}
else if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
{
sprite.setPosition(x + 57, y + 18);
}
else
{
if (facingDirection == 2 )
sprite.setPosition(x + 16, y + 36);
else if (facingDirection == 8 )
sprite.setPosition(x + 43, y + 29);
else if (facingDirection == 4 )
sprite.setPosition(x + 13, y + 35);
else
sprite.setPosition(x + 46, y + 35);
}
sf::RenderStates r;
r.blendMode = sf::BlendAdd;
app->draw(sprite, r);
sprite.setPosition(x, y);
sprite.setColor(sf::Color(255, 255, 255, 255));
}
}
void PlayerEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2;
boundingBox.width = width;
boundingBox.top = (int)y - height / 2;
boundingBox.height = height;
boundingBox.left += 25;
boundingBox.width -= 50;
boundingBox.top += 80.0f;
boundingBox.height = boundingBox.height - 90.0f;
}
void PlayerEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
if (playerStatus == playerStatusDead) return;
EnnemyBoltEntity* boltEntity = dynamic_cast<EnnemyBoltEntity*>(entity);
if (collideWithEntity(entity))
{
if (boltEntity != NULL && !boltEntity->getDying())
{
boltEntity->collide();
hurt(boltEntity->getDamages(), ShotTypeStandard);
game().generateBlood(x, y, bloodColor);
}
}
}
void PlayerEntity::move(int direction)
{
if (playerStatus == playerStatusPlaying)
{
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));
{
switch (direction)
{
case 8: facingDirection = 8; break;
case 2: facingDirection = 2; break;
case 4: facingDirection = 4; break;
case 6: facingDirection = 6; break;
case 7: if (facingDirection != 4 && facingDirection != 8) facingDirection = 4; break;
case 1: if (facingDirection != 4 && facingDirection != 2) facingDirection = 4; break;
case 9: if (facingDirection != 6 && facingDirection != 8) facingDirection = 6; break;
case 3: if (facingDirection != 6 && facingDirection != 2) facingDirection = 6; break;
}
}
}
}
bool PlayerEntity::isMoving()
{
if (velocity.x < -1.0f || velocity.x > 1.0f) return true;
if (velocity.y < -1.0f || velocity.y > 1.0f) return true;
return false;
}
bool PlayerEntity::isEquiped(int eq)
{
return equip[eq];
}
void PlayerEntity::setEquiped(int item, bool toggleEquipped)
{
equip[item] = toggleEquipped;
if (toggleEquipped && items[FirstEquipItem + item].familiar > FamiliarNone)
{
FairyEntity* fairy = new FairyEntity(x - 50.0f + rand() % 100,
y - 50.0f + rand() % 100,
items[FirstEquipItem + item].familiar);
fairies.push_back(fairy);
}
computePlayer();
}
void PlayerEntity::generateBolt(float velx, float vely)
{
enumShotType boltType = ShotTypeStandard;
unsigned int shotLevel = 1;
// TODO
switch (getShotType())
{
case ShotTypeIce:
if (getShotType() == ShotTypeIce)
{
if (specialBoltTimer <= 0.0f)
{
boltType = ShotTypeIce;
needInitShotType = true;
}
else boltType = ShotTypeStandard;
}
break;
case ShotTypeStandard:
case ShotTypeIllusion:
case ShotTypeStone:
case ShotTypeLightning:
boltType = getShotType(); break;
}
BoltEntity* bolt = new BoltEntity(ImageManager::getImageManager()->getImage(1), x, y + 30, boltLifeTime, boltType, shotLevel);
bolt->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
bolt->setDamages(fireDamages);
bolt->setVelocity(Vector2D(velx, vely));
}
void PlayerEntity::resestFireDirection()
{
firingDirection = 5;
}
int PlayerEntity::getFireDirection()
{
return firingDirection;
}
void PlayerEntity::fire(int direction)
{
firingDirection = direction;
if (playerStatus != playerStatusDead)
for(int unsigned i = 0; i < fairies.size(); i++)
fairies[i]->fire(direction, map);
if (canFirePlayer && playerStatus != playerStatusDead && playerStatus != playerStatusAcquire)
{
SoundManager::getSoundManager()->playSound(SOUND_BLAST_STANDARD);
if (equip[EQUIP_BOOK_DUAL])
{
float shoot_angle = 0.2f;
if ((direction == 4 && velocity.x < -1.0f) || (direction == 6 && velocity.x > 1.0f)
|| (direction == 8 && velocity.y < -1.0f) || (direction == 2 && velocity.y > 1.0f))
shoot_angle = 0.1f;
else if ((direction == 6 && velocity.x < -1.0f) || (direction == 4 && velocity.x > 1.0f)
|| (direction == 2 && velocity.y < -1.0f) || (direction == 8 && velocity.y > 1.0f))
shoot_angle = 0.35f;
if (equip[EQUIP_VIBRATION_GLOVES]) shoot_angle += (1000 - rand() % 2000) * 0.0001f;
switch(direction)
{
case 4: generateBolt(-fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle));
generateBolt(-fireVelocity * cos(shoot_angle), - fireVelocity * sin(shoot_angle));break;
case 6: generateBolt(fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle));
generateBolt(fireVelocity * cos(shoot_angle), - fireVelocity * sin(shoot_angle));break;
case 8: generateBolt(fireVelocity * sin(shoot_angle), -fireVelocity * cos(shoot_angle));
generateBolt(-fireVelocity * sin(shoot_angle), - fireVelocity * cos(shoot_angle));break;
case 2: generateBolt(fireVelocity * sin(shoot_angle), fireVelocity * cos(shoot_angle));
generateBolt(-fireVelocity * sin(shoot_angle), fireVelocity * cos(shoot_angle));break;
}
}
else
{
if (equip[EQUIP_VIBRATION_GLOVES])
{
float shoot_angle = (1000 - rand() % 2000) * 0.0001f;
switch(direction)
{
case 4: generateBolt(-fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle)); break;
case 6: generateBolt(fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle)); break;
case 8: generateBolt(fireVelocity * sin(shoot_angle), -fireVelocity * cos(shoot_angle)); break;
case 2: generateBolt(fireVelocity * sin(shoot_angle), fireVelocity * cos(shoot_angle)); break;
}
}
else
{
switch(direction)
{
case 4: generateBolt(-fireVelocity, 0.0f); break;
case 6: generateBolt(fireVelocity, 0.0f); break;
case 8: generateBolt(0.0f, -fireVelocity); break;
case 2: generateBolt(0.0f, fireVelocity); break;
}
}
}
canFirePlayer = false;
currentFireDelay = fireDelay;
if (needInitShotType) initShotType();
}
}
bool PlayerEntity::canMove()
{
return (playerStatus == playerStatusPlaying);
}
bool PlayerEntity::hurt(int damages, enumShotType hurtingType)
{
if (!hurting)
{
SoundManager::getSoundManager()->playSound(SOUND_PLAYER_HIT);
BaseCreatureEntity::hurt(damages, ShotTypeStandard, 1);
hurtingDelay = HURTING_DELAY * 2.0f;
game().generateBlood(x, y, bloodColor);
game().generateBlood(x, y, bloodColor);
return true;
}
return false;
}
void PlayerEntity::loseItem(enumItemType itemType, bool isEquip)
{
CollidingSpriteEntity* itemSprite
= new CollidingSpriteEntity(ImageManager::getImageManager()->getImage(isEquip ? IMAGE_ITEMS_EQUIP : IMAGE_ITEMS), x, y, 32, 32);
itemSprite->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
itemSprite->setZ(OFFSET_Y - 1);
itemSprite->setFrame(itemType);
itemSprite->setImagesProLine(10);
itemSprite->setType(ENTITY_BLOOD);
itemSprite->setVelocity(Vector2D(rand()%450));
itemSprite->setViscosity(0.95f);
itemSprite->setSpin( (rand() % 700) - 350.0f);
}
void PlayerEntity::dying()
{
playerStatus = playerStatusDead;
hp = 0;
SoundManager::getSoundManager()->playSound(SOUND_PLAYER_DIE);
setVelocity(Vector2D(0.0f, 0.0f));
int i;
for (i = 0; i < gold; i++) loseItem(ItemCopperCoin, false);
for (i = 0; i < NUMBER_EQUIP_ITEMS; i++)
if (equip[i]) loseItem(enumItemType(i), true);
for (i = 0; i < 8; i++) game().generateBlood(x, y, bloodColor);
CollidingSpriteEntity* itemSprite
= new CollidingSpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE), x, y, 80, 120);
itemSprite->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
itemSprite->setZ(OFFSET_Y - 1);
itemSprite->setImagesProLine(14);
itemSprite->setFrame(13);
itemSprite->setType(ENTITY_BLOOD);
itemSprite->setVelocity(Vector2D(rand()%450));
itemSprite->setViscosity(0.95f);
itemSprite->setSpin( (rand() % 700) - 350.0f);
}
void PlayerEntity::acquireItem(enumItemType type)
{
if (items[type].generatesStance) acquireStance(type);
else switch (type)
{
case ItemCopperCoin: gold++;
SoundManager::getSoundManager()->playSound(SOUND_COIN_PICK_UP);
break;
case ItemSilverCoin: gold = gold + 5;
SoundManager::getSoundManager()->playSound(SOUND_COIN_PICK_UP);
break;
case ItemGoldCoin: gold = gold + 10;
SoundManager::getSoundManager()->playSound(SOUND_COIN_PICK_UP);
break;
case itemHealth: hp += 15;
SoundManager::getSoundManager()->playSound(SOUND_DRINK);
if (hp > hpMax) hp = hpMax; break;
default: break;
}
}
void PlayerEntity::computePlayer()
{
float boltLifeTimeBonus = 1.0f;
float fireDelayBonus = 1.0f;
float creatureSpeedBonus = 1.0f;
float fireVelocityBonus = 1.0f;
float fireDamagesBonus = 1.0f;
if (equip[EQUIP_VIBRATION_GLOVES]) fireDelayBonus -= 0.10f;
if (equip[EQUIP_ENCHANTER_HAT]) fireDelayBonus -= 0.2f;
if (equip[EQUIP_LEATHER_BELT]) fireDelayBonus -= 0.15f;
if (equip[EQUIP_LEATHER_BOOTS]) creatureSpeedBonus += 0.15f;
if (equip[EQUIP_BOOK_DUAL]) fireDelayBonus += 0.6f;
if (equip[EQUIP_CONCENTRATION_AMULET]) boltLifeTimeBonus += 0.5f;
if (equip[EQUIP_MAHOGANY_STAFF])
{
fireVelocityBonus += 0.15f;
fireDamagesBonus += 0.5f;
}
if (equip[EQUIP_BLOOD_SNAKE]) fireDamagesBonus += 1.0f;
fireDelay = INITIAL_PLAYER_FIRE_DELAY * fireDelayBonus;
creatureSpeed = INITIAL_PLAYER_SPEED * creatureSpeedBonus;
fireVelocity = INITIAL_BOLT_VELOCITY * fireVelocityBonus;
fireDamages = INITIAL_BOLT_DAMAGES * fireDamagesBonus;
boltLifeTime = INITIAL_BOLT_LIFE * boltLifeTimeBonus;
// gems
for (int i = 1; i < SPECIAL_SHOT_SLOTS; i++)
{
specialShotLevel[i] = 0;
if (specialShots[i] == ShotTypeIce && equip[EQUIP_RING_ICE])
specialShotLevel[i]++;
+ if (specialShots[i] == ShotTypeStone && equip[EQUIP_RING_STONE])
+ specialShotLevel[i]++;
+ if (specialShots[i] == ShotTypeLightning && equip[EQUIP_RING_LIGHTNING])
+ specialShotLevel[i]++;
+ if (specialShots[i] == ShotTypeIllusion && equip[EQUIP_RING_ILLUSION])
+ specialShotLevel[i]++;
}
- if (getShotType() == ShotTypeIllusion) fireDamages *= 0.8f;
+ if (getShotType() == ShotTypeIllusion) fireDamages *= ILLUSION_DAMAGES_DECREASE[getShotLevel()];
}
void PlayerEntity::acquireStance(enumItemType type)
{
velocity.x = 0.0f;
velocity.y = 0.0f;
playerStatus = playerStatusAcquire;
acquireDelay = ACQUIRE_DELAY;
acquiredItem = (enumItemType)(type);
SoundManager::getSoundManager()->playSound(SOUND_BONUS);
}
void PlayerEntity::collideMapRight()
{
collidingDirection = 6;
}
void PlayerEntity::collideMapLeft()
{
collidingDirection = 4;
}
void PlayerEntity::collideMapTop()
{
collidingDirection = 8;
}
void PlayerEntity::collideMapBottom()
{
collidingDirection = 2;
}
void PlayerEntity::useBossKey()
{
velocity.x = 0.0f;
velocity.y = 0.0f;
playerStatus = playerStatusUnlocking;
acquireDelay = UNLOCK_DELAY;
acquiredItem = (enumItemType)(type - FirstEquipItem);
SoundManager::getSoundManager()->playSound(SOUND_BONUS);
equip[EQUIP_BOSS_KEY] = false;
SpriteEntity* spriteItem = new SpriteEntity(
ImageManager::getImageManager()->getImage(IMAGE_ITEMS_EQUIP),
x, y - 60.0f, ITEM_WIDTH, ITEM_HEIGHT);
spriteItem->setFrame(EQUIP_BOSS_KEY);
spriteItem->setZ(z);
spriteItem->setLifetime(UNLOCK_DELAY);
}
enumShotType PlayerEntity::getShotType()
{
return specialShots[specialShotIndex];
}
int PlayerEntity::getShotIndex()
{
return specialShotIndex;
}
void PlayerEntity::setShotIndex(int index)
{
specialShotIndex = index;
}
enumShotType PlayerEntity::getShotType(int slot)
{
return specialShots[slot];
}
void PlayerEntity::setShotType(int slot, enumShotType shotType)
{
specialShots[slot] = shotType;
}
void PlayerEntity::registerSpecialShot(int item)
{
bool found = false;
int index = 1;
while (index < SPECIAL_SHOT_SLOTS && !found)
{
found = specialShots[index] == ShotTypeStandard;
if (!found) index++;
}
if (found)
{
this->specialShots[index] = items[item].specialShot;
specialShotIndex = index;
initShotType();
}
}
void PlayerEntity::selectNextShotType()
{
int index = specialShotIndex + 1;
bool found = false;
while (index < SPECIAL_SHOT_SLOTS && !found)
{
if (specialShots[index] == ShotTypeStandard) index++;
else found = true;
}
if (found)
{
specialShotIndex = index;
initShotType();
}
else
specialShotIndex = 0;
SoundManager::getSoundManager()->playSound(SOUND_SHOT_SELECT);
computePlayer();
}
void PlayerEntity::initShotType()
{
specialBoltTimer = STATUS_FROZEN_BOLT_DELAY[getShotLevel()];
needInitShotType = false;
if (getShotType() == ShotTypeLightning)
SoundManager::getSoundManager()->playSound(SOUND_ELECTRIC_CHARGE);
}
unsigned int PlayerEntity::getShotLevel()
{
return specialShotLevel[specialShotIndex];
}
unsigned int PlayerEntity::getShotLevel(int index)
{
return specialShotLevel[index];
}
int PlayerEntity::getFairieNumber()
{
return fairies.size();
}
FairyEntity* PlayerEntity::getFairy(unsigned int n)
{
if (n < fairies.size())
return fairies[n];
else
return NULL;
}
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