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ImpEntity.cpp
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ImpEntity.cpp
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#include
"ImpEntity.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"
ImpEntity
::
ImpEntity
(
float
x
,
float
y
,
impTypeEnum
impType
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_IMP
),
x
,
y
)
{
// general
creatureSpeed
=
IMP_SPEED
;
velocity
=
Vector2D
(
creatureSpeed
);
hp
=
IMP_HP
;
meleeDamages
=
IMP_MELEE_DAMAGES
;
bloodColor
=
BloodNone
;
changingDelay
=
1.5f
+
(
float
)(
rand
()
%
2500
)
/
1000.0f
;
shadowFrame
=
4
;
movingStyle
=
movFlying
;
imagesProLine
=
5
;
hurtingSound
=
SOUND_IMP_HURT
;
agonizingSound
=
SOUND_IMP_DYING
;
this
->
impType
=
impType
;
state
=
0
;
// Imp-specific
if
(
impType
==
ImpTypeBlue
)
{
dyingFrame
=
8
;
deathFrame
=
FRAME_CORPSE_IMP_BLUE
;
resistance
[
ResistanceFrozen
]
=
ResistanceImmune
;
resistance
[
ResistanceIce
]
=
ResistanceVeryHigh
;
resistance
[
ResistanceFire
]
=
ResistanceVeryLow
;
enemyType
=
EnemyTypeImpBlue
;
}
else
// ImpTypeRed
{
dyingFrame
=
3
;
deathFrame
=
FRAME_CORPSE_IMP_RED
;
resistance
[
ResistanceIce
]
=
ResistanceVeryLow
;
resistance
[
ResistanceFire
]
=
ResistanceVeryHigh
;
enemyType
=
EnemyTypeImpRed
;
}
}
void
ImpEntity
::
animate
(
float
delay
)
{
if
(
!
isDying
&&
!
isAgonising
)
{
if
(
age
<
0.0f
)
frame
=
1
;
else
{
changingDelay
-=
delay
;
if
(
changingDelay
<
0.0f
)
{
if
(
state
==
0
)
// flying -> pause
{
viscosity
=
0.965f
;
state
=
1
;
changingDelay
=
0.5f
;
}
else
if
(
state
==
1
)
// pause -> fire -> pause
{
changingDelay
=
0.4f
;
fire
();
state
=
2
;
}
else
if
(
state
==
2
)
// pause -> teleport -> pause
{
teleport
();
state
=
3
;
changingDelay
=
0.4f
;
}
else
if
(
state
==
3
)
{
velocity
=
Vector2D
(
creatureSpeed
);
changingDelay
=
1.5f
+
(
float
)(
rand
()
%
2500
)
/
1000.0f
;
viscosity
=
1.0f
;
state
=
0
;
}
}
frame
=
((
int
)(
age
*
5.0f
))
%
4
;
if
(
frame
==
3
)
frame
=
1
;
}
if
(
impType
==
ImpTypeBlue
)
frame
+=
5
;
}
EnemyEntity
::
animate
(
delay
);
}
void
ImpEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
14
;
boundingBox
.
width
=
28
;
boundingBox
.
top
=
(
int
)
y
-
14
;
boundingBox
.
height
=
28
;
}
void
ImpEntity
::
collideMapRight
()
{
velocity
.
x
=
-
velocity
.
x
;
}
void
ImpEntity
::
collideMapLeft
()
{
velocity
.
x
=
-
velocity
.
x
;
}
void
ImpEntity
::
collideMapTop
()
{
velocity
.
y
=
-
velocity
.
y
;
}
void
ImpEntity
::
collideMapBottom
()
{
velocity
.
y
=
-
velocity
.
y
;
}
void
ImpEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
if
(
entity
->
getEnemyType
()
!=
EnemyTypeSpiderWeb
&&
entity
->
getMovingStyle
()
==
movFlying
)
{
setVelocity
(
Vector2D
(
entity
->
getX
(),
entity
->
getY
()).
vectorTo
(
Vector2D
(
x
,
y
),
creatureSpeed
));
}
}
int
ImpEntity
::
hurt
(
StructHurt
hurtParam
)
{
int
result
=
EnemyEntity
::
hurt
(
hurtParam
);
if
(
!
isDying
&&
!
isAgonising
)
{
game
().
generateBlood
(
x
,
y
,
BloodRed
);
if
(
result
>
1
&&
(
state
!=
2
||
changingDelay
>
0.4f
))
{
state
=
2
;
changingDelay
=
0.15f
;
}
}
return
result
;
}
void
ImpEntity
::
dying
()
{
EnemyEntity
::
dying
();
for
(
int
i
=
0
;
i
<
4
;
i
++
)
game
().
generateBlood
(
x
,
y
,
BloodRed
);
h
=
25.0f
;
}
void
ImpEntity
::
fire
()
{
EnemyBoltEntity
*
bolt
;
if
(
impType
==
ImpTypeBlue
)
{
bolt
=
new
EnemyBoltEntity
(
x
,
y
,
ShotTypeIce
,
0
,
enemyType
);
bolt
->
setDamages
(
5
);
SoundManager
::
getInstance
().
playSound
(
SOUND_BLAST_ICE
);
}
else
{
bolt
=
new
EnemyBoltEntity
(
x
,
y
,
ShotTypeFire
,
0
,
enemyType
);
bolt
->
setDamages
(
8
);
SoundManager
::
getInstance
().
playSound
(
SOUND_BLAST_FIRE
);
}
bolt
->
setFlying
(
true
);
float
fireVelocity
=
IMP_FIRE_VELOCITY
;
if
(
specialState
[
SpecialStateIce
].
active
)
fireVelocity
*=
0.5f
;
bolt
->
setVelocity
(
Vector2D
(
x
,
y
).
vectorTo
(
game
().
getPlayerPosition
(),
fireVelocity
));
}
void
ImpEntity
::
teleport
()
{
bool
ok
=
false
;
int
xm
,
ym
;
float
xMonster
,
yMonster
;
SoundManager
::
getInstance
().
playSound
(
SOUND_TELEPORT
);
for
(
int
i
=
0
;
i
<
6
;
i
++
)
{
if
(
impType
==
ImpTypeBlue
)
{
generateStar
(
sf
::
Color
(
50
,
50
,
255
,
255
));
generateStar
(
sf
::
Color
(
200
,
200
,
255
,
255
));
}
else
{
generateStar
(
sf
::
Color
(
255
,
50
,
50
,
255
));
generateStar
(
sf
::
Color
(
255
,
200
,
200
,
255
));
}
}
int
counter
=
50
;
while
(
!
ok
&&
counter
>
0
)
{
counter
--
;
xm
=
1
+
rand
()
%
(
MAP_WIDTH
-
3
);
ym
=
1
+
rand
()
%
(
MAP_HEIGHT
-
3
);
xMonster
=
xm
*
TILE_WIDTH
+
TILE_WIDTH
*
0.5f
;
yMonster
=
ym
*
TILE_HEIGHT
+
TILE_HEIGHT
*
0.5f
;
ok
=
game
().
getCurrentMap
()
->
isFlyable
(
xm
,
ym
)
&&
(
game
().
getPlayerPosition
().
distance2
(
Vector2D
(
xMonster
,
yMonster
))
>
40000
);
}
x
=
xMonster
;
y
=
yMonster
;
for
(
int
i
=
0
;
i
<
6
;
i
++
)
{
if
(
impType
==
ImpTypeBlue
)
{
generateStar
(
sf
::
Color
(
50
,
50
,
255
,
255
));
generateStar
(
sf
::
Color
(
200
,
200
,
255
,
255
));
}
else
{
generateStar
(
sf
::
Color
(
255
,
50
,
50
,
255
));
generateStar
(
sf
::
Color
(
255
,
200
,
200
,
255
));
}
}
}
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ImpEntity.cpp (5 KB)
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