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FranckyEntity.h
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FranckyEntity.h

#ifndef FRANCKYENTITY_H
#define FRANCKYENTITY_H
#include "EnemyEntity.h"
#include "PlayerEntity.h"
class FranckyEntity : public EnemyEntity
{
public:
FranckyEntity(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 collideMapRight();
virtual void collideMapLeft();
virtual void collideMapTop();
virtual void collideMapBottom();
virtual void collideWithEnemy(EnemyEntity* entity) override;
virtual void dying();
virtual void drop();
private:
float timer;
float followTimer;
int state;
int counter;
void fire();
};
///////////////////////////////////////////////////////////////////
class FranckyEntityHand : public EnemyEntity
{
public:
FranckyEntityHand(float x, float y);
virtual void animate(float delay);
virtual void calculateBB();
protected:
virtual void collideMapRight();
virtual void collideMapLeft();
virtual void collideMapTop();
virtual void collideMapBottom();
virtual void collideWithEnemy(EnemyEntity* entity) override;
virtual void drop();
};
///////////////////////////////////////////////////////////////////
class FranckyEntityHead : public EnemyEntity
{
public:
FranckyEntityHead(float x, float y);
virtual void animate(float delay);
virtual void render(sf::RenderTarget* app);
virtual void calculateBB();
protected:
virtual void collideMapRight();
virtual void collideMapLeft();
virtual void collideMapTop();
virtual void collideMapBottom();
virtual void collideWithEnemy(EnemyEntity* entity) override;
private:
float jumpingDelay;
bool isJumping;
bool isFirstJumping;
void fire();
};
///////////////////////////////////////////////////////////////////
class FranckyEntityFoot : public EnemyEntity
{
public:
FranckyEntityFoot(float x, float y);
virtual void animate(float delay);
virtual void render(sf::RenderTarget* app);
virtual void calculateBB();
protected:
virtual void collideMapRight();
virtual void collideMapLeft();
virtual void collideMapTop();
virtual void collideMapBottom();
virtual void collideWithEnemy(EnemyEntity* entity) override;
private:
float jumpingDelay;
bool isJumping;
bool isFirstJumping;
};
#endif // FRANCKYENTITY_H

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