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BogeymanEntity.cpp
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BogeymanEntity.cpp
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#include
"BogeymanEntity.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"
#include
"EnemyBoltEntity.h"
const
float
BOGEY_APPARITION_TIME
=
1.0f
;
const
float
BOGEY_DISAPPEARING_TIME
=
1.0f
;
const
float
BOGEY_ANIM_SPEED
=
0.4f
;
const
float
BOGEY_MOVING_DELAY
=
1.0f
;
const
float
BOGEY_INVISIBLE_DELAY
=
1.0f
;
const
float
BOGEY_VELOCITY
=
155
;
const
float
BOGEY_FIRE_VELOCITY
=
320.0f
;
const
int
BOGEY_HP
=
100
;
BogeymanEntity
::
BogeymanEntity
(
float
x
,
float
y
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_BOGEY
),
x
,
y
)
{
// general
creatureSpeed
=
BOGEY_VELOCITY
;
velocity
=
Vector2D
(
0.0f
);
hp
=
BOGEY_HP
;
meleeDamages
=
IMP_MELEE_DAMAGES
;
bloodColor
=
BloodBlack
;
changingDelay
=
BOGEY_APPARITION_TIME
;
shadowFrame
=
-1
;
movingStyle
=
movFlying
;
imagesProLine
=
8
;
height
=
88
;
sprite
.
setOrigin
(
32
,
80
);
state
=
0
;
resistance
[
ResistanceFrozen
]
=
ResistanceImmune
;
resistance
[
ResistancePoison
]
=
ResistanceImmune
;
resistance
[
ResistanceIce
]
=
ResistanceHigh
;
resistance
[
ResistanceIllusion
]
=
ResistanceHigh
;
resistance
[
ResistanceLightning
]
=
ResistanceLow
;
enemyType
=
EnemyTypeBogeyman
;
hasFired
=
false
;
isFireType1
=
rand
()
%
2
==
0
;
age
=
-0.001f
*
(
rand
()
%
4000
);
}
void
BogeymanEntity
::
animate
(
float
delay
)
{
if
(
!
isDying
&&
!
isAgonising
)
{
if
(
age
<
0.0f
)
frame
=
1
;
else
{
changingDelay
-=
delay
;
if
(
changingDelay
<
0.0f
)
{
if
(
state
==
0
)
// appear -> attack
{
state
=
1
;
changingDelay
=
2
*
BOGEY_ANIM_SPEED
;
hasFired
=
false
;
SoundManager
::
getInstance
().
playSound
(
SOUND_BOGEYMAN_ATTACK
);
}
else
if
(
state
==
1
)
// attack -> move
{
changingDelay
=
BOGEY_MOVING_DELAY
;
state
=
2
;
}
else
if
(
state
==
2
)
// move -> disappear
{
state
=
3
;
changingDelay
=
BOGEY_DISAPPEARING_TIME
;
setVelocity
(
Vector2D
(
0.0f
,
0.0f
));
SoundManager
::
getInstance
().
playSound
(
SOUND_BOGEYMAN_VORTEX_01
);
}
else
if
(
state
==
3
)
{
state
=
4
;
changingDelay
=
BOGEY_INVISIBLE_DELAY
;
}
else
if
(
state
==
4
)
// invisible -> apparition
{
state
=
0
;
changingDelay
=
BOGEY_APPARITION_TIME
;
teleport
();
SoundManager
::
getInstance
().
playSound
(
SOUND_BOGEYMAN_VORTEX_00
);
}
else
if
(
state
==
-1
)
// dying
{
isDying
=
true
;
}
}
if
(
state
==
1
)
// fira anim
{
frame
=
changingDelay
/
BOGEY_ANIM_SPEED
*
8
;
if
(
!
hasFired
&&
frame
<
8
)
{
hasFired
=
true
;
fire
();
}
frame
=
32
-
frame
;
}
else
if
(
state
==
2
)
// normal
{
frame
=
(
int
)((
BOGEY_MOVING_DELAY
-
changingDelay
)
/
BOGEY_ANIM_SPEED
*
8
)
%
16
;
}
else
if
(
state
==
-1
)
{
frame
=
64
-
(
8
*
(
changingDelay
/
BOGEY_ANIM_SPEED
));
}
}
}
EnemyEntity
::
animate
(
delay
);
if
(
age
>
0
&&
delay
>=
age
)
SoundManager
::
getInstance
().
playSound
(
SOUND_BOGEYMAN_VORTEX_00
);
z
=
y
+
8
;
}
void
BogeymanEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
14
;
boundingBox
.
width
=
28
;
boundingBox
.
top
=
(
int
)
y
-
55
;
boundingBox
.
height
=
58
;
}
void
BogeymanEntity
::
collideMapRight
()
{
velocity
.
x
=
-
velocity
.
x
;
}
void
BogeymanEntity
::
collideMapLeft
()
{
velocity
.
x
=
-
velocity
.
x
;
}
void
BogeymanEntity
::
collideMapTop
()
{
velocity
.
y
=
-
velocity
.
y
;
}
void
BogeymanEntity
::
collideMapBottom
()
{
velocity
.
y
=
-
velocity
.
y
;
}
void
BogeymanEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
if
(
entity
->
getEnemyType
()
!=
EnemyTypeSpiderWeb
&&
entity
->
getMovingStyle
()
==
movFlying
)
{
Vector2D
vel
=
Vector2D
(
entity
->
getX
(),
entity
->
getY
()).
vectorTo
(
Vector2D
(
x
,
y
),
50.0f
);
giveRecoil
(
false
,
vel
,
0.3f
);
}
}
bool
BogeymanEntity
::
canCollide
()
{
return
(
state
==
1
||
state
==
2
);
}
int
BogeymanEntity
::
hurt
(
StructHurt
hurtParam
)
{
int
result
=
EnemyEntity
::
hurt
(
hurtParam
);
return
result
;
}
void
BogeymanEntity
::
dying
()
{
EnemyEntity
::
dying
();
for
(
int
i
=
0
;
i
<
4
;
i
++
)
game
().
generateBlood
(
x
,
y
,
BloodBlack
);
h
=
25.0f
;
}
void
BogeymanEntity
::
fire
()
{
for
(
int
i
=
0
;
i
<
4
;
i
++
)
{
EnemyBoltEntity
*
bolt
;
bolt
=
new
EnemyBoltEntity
(
x
,
y
-
40
,
ShotTypeIllusion
,
0
,
enemyType
);
bolt
->
setDamages
(
8
);
if
(
isFireType1
)
{
switch
(
i
)
{
case
0
:
bolt
->
setVelocity
(
Vector2D
(
BOGEY_FIRE_VELOCITY
*
0.7f
,
BOGEY_FIRE_VELOCITY
*
0.7f
));
break
;
case
1
:
bolt
->
setVelocity
(
Vector2D
(
BOGEY_FIRE_VELOCITY
*
-0.7f
,
BOGEY_FIRE_VELOCITY
*
0.7f
));
break
;
case
2
:
bolt
->
setVelocity
(
Vector2D
(
BOGEY_FIRE_VELOCITY
*
-0.7f
,
BOGEY_FIRE_VELOCITY
*
-0.7f
));
break
;
case
3
:
bolt
->
setVelocity
(
Vector2D
(
BOGEY_FIRE_VELOCITY
*
0.7f
,
BOGEY_FIRE_VELOCITY
*
-0.7f
));
break
;
}
}
else
{
switch
(
i
)
{
case
0
:
bolt
->
setVelocity
(
Vector2D
(
BOGEY_FIRE_VELOCITY
,
0
));
break
;
case
1
:
bolt
->
setVelocity
(
Vector2D
(
-
BOGEY_FIRE_VELOCITY
,
0
));
break
;
case
2
:
bolt
->
setVelocity
(
Vector2D
(
0
,
BOGEY_FIRE_VELOCITY
));
break
;
case
3
:
bolt
->
setVelocity
(
Vector2D
(
0
,
-
BOGEY_FIRE_VELOCITY
));
break
;
}
}
}
SoundManager
::
getInstance
().
playSound
(
SOUND_BLAST_ILLUSION
);
isFireType1
=
!
isFireType1
;
}
void
BogeymanEntity
::
render
(
sf
::
RenderTarget
*
app
)
{
if
(
hurting
&&
hp
>
0
)
{
if
(
hurtingDelay
>
0.0f
)
{
int
fadeColor
=
(
sf
::
Uint8
)((
HURTING_DELAY
-
hurtingDelay
)
*
127
);
if
(
hurtingDelay
>
HURTING_DELAY
)
fadeColor
=
0
;
sprite
.
setColor
(
sf
::
Color
(
255
,
255
,
255
,
128
+
fadeColor
));
// fade
}
}
if
(
state
==
0
)
{
if
(
changingDelay
>
BOGEY_APPARITION_TIME
-
0.5f
)
{
float
scale
=
2
*
(
BOGEY_APPARITION_TIME
-
changingDelay
);
sprite
.
setScale
(
scale
,
scale
);
}
else
if
(
changingDelay
<
0.5f
)
{
float
scale
=
changingDelay
*
2
;
sprite
.
setScale
(
scale
,
scale
);
}
else
sprite
.
setScale
(
1.0f
,
1.0f
);
int
holeFrame
=
((
int
)(
age
*
20.0f
))
%
8
;
sprite
.
setPosition
(
x
,
y
);
sprite
.
setTextureRect
(
sf
::
IntRect
(
holeFrame
*
width
,
5
*
height
,
width
,
height
));
app
->
draw
(
sprite
);
sprite
.
setScale
(
1.0f
,
1.0f
);
if
(
changingDelay
<=
BOGEY_ANIM_SPEED
)
{
frame
=
32
+
(
8
*
(
changingDelay
/
BOGEY_ANIM_SPEED
));
EnemyEntity
::
render
(
app
);
}
}
else
if
(
state
==
3
)
{
if
(
changingDelay
>
BOGEY_DISAPPEARING_TIME
-
0.5f
)
{
float
scale
=
2
*
(
BOGEY_DISAPPEARING_TIME
-
changingDelay
);
sprite
.
setScale
(
scale
,
scale
);
}
else
if
(
changingDelay
<
0.5f
)
{
float
scale
=
changingDelay
*
2
;
sprite
.
setScale
(
scale
,
scale
);
}
else
sprite
.
setScale
(
1.0f
,
1.0f
);
int
holeFrame
=
((
int
)(
age
*
12.0f
))
%
8
;
sprite
.
setPosition
(
x
,
y
);
sprite
.
setTextureRect
(
sf
::
IntRect
(
holeFrame
*
width
,
5
*
height
,
width
,
height
));
app
->
draw
(
sprite
);
sprite
.
setScale
(
1.0f
,
1.0f
);
if
(
changingDelay
>=
(
BOGEY_DISAPPEARING_TIME
-
BOGEY_ANIM_SPEED
))
{
frame
=
32
+
(
8
*
((
BOGEY_DISAPPEARING_TIME
-
changingDelay
)
/
BOGEY_ANIM_SPEED
));
EnemyEntity
::
render
(
app
);
}
}
else
if
(
state
!=
4
)
EnemyEntity
::
render
(
app
);
if
(
game
().
getShowLogical
())
{
displayBoundingBox
(
app
);
displayCenterAndZ
(
app
);
}
}
void
BogeymanEntity
::
teleport
()
{
x
=
((
int
)(
game
().
getPlayer
()
->
getX
())
/
TILE_WIDTH
)
*
TILE_WIDTH
+
TILE_WIDTH
*
0.5f
;
y
=
((
int
)(
game
().
getPlayer
()
->
getY
())
/
TILE_HEIGHT
)
*
TILE_HEIGHT
+
TILE_HEIGHT
*
0.5f
;
}
void
BogeymanEntity
::
prepareDying
()
{
state
=
-1
;
// dying
changingDelay
=
BOGEY_ANIM_SPEED
*
2
;
velocity
.
x
=
0.0f
;
velocity
.
y
=
0.0f
;
SoundManager
::
getInstance
().
playSound
(
SOUND_BOGEYMAN_DIE
);
type
=
ENTITY_ENEMY_NC
;
}
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BogeymanEntity.cpp (7 KB)
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