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diff --git a/media/fairy.png b/media/fairy.png
index 800e3b7..e7d9977 100644
Binary files a/media/fairy.png and b/media/fairy.png differ
diff --git a/media/items_equip.png b/media/items_equip.png
index 96f6ccc..59f40b2 100644
Binary files a/media/items_equip.png and b/media/items_equip.png differ
diff --git a/src/ChestEntity.cpp b/src/ChestEntity.cpp
index 3fe47e3..a91c2b1 100644
--- a/src/ChestEntity.cpp
+++ b/src/ChestEntity.cpp
@@ -1,137 +1,139 @@
#include "ChestEntity.h"
#include "PlayerEntity.h"
#include "WitchBlastGame.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "sfml_game/SpriteEntity.h"
#include "Constants.h"
#include <iostream>
ChestEntity::ChestEntity(float x, float y, int chestType, bool isOpen)
: CollidingSpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CHEST), x, y, 48, 48)
{
type = ENTITY_CHEST;
imagesProLine = 2;
this->isOpen = isOpen;
this->chestType = chestType;
frame = chestType * 2;
if (chestType > CHEST_FAIRY) frame = CHEST_FAIRY * 2;
frame += (isOpen ? 1 : 0);
setMap(game().getCurrentMap(), TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
}
bool ChestEntity::getOpened()
{
return isOpen;
}
int ChestEntity::getChestType()
{
return chestType;
}
void ChestEntity::animate(float delay)
{
CollidingSpriteEntity::animate(delay);
if (!isOpen) testSpriteCollisions();
z = y + height/2 - 5;
}
void ChestEntity::render(sf::RenderTarget* app)
{
CollidingSpriteEntity::render(app);
if (game().getShowLogical())
{
displayBoundingBox(app);
displayCenterAndZ(app);
}
}
void ChestEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2;
boundingBox.width = width;
boundingBox.top = (int)y - height / 2;
boundingBox.height = height;
}
void ChestEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
PlayerEntity* playerEntity = dynamic_cast<PlayerEntity*>(entity);
if (collideWithEntity(entity))
{
if (!isOpen && playerEntity != NULL && !playerEntity->isDead())
{
open();
frame += 1;
}
}
}
void ChestEntity::open()
{
isOpen = true;
SoundManager::getSoundManager()->playSound(SOUND_CHEST_OPENING);
if (chestType == CHEST_BASIC)
{
int r = 2 + rand() % 6;
for (int i = 0; i < r; i++)
{
ItemEntity* newItem = new ItemEntity(ItemCopperCoin, x, y);
newItem->setVelocity(Vector2D(50.0f + rand()% 150));
newItem->setViscosity(0.96f);
}
}
else if (chestType >= CHEST_FAIRY)
{
enumItemType itemType = ItemFairy;
switch (chestType - CHEST_FAIRY)
{
case FamiliarFairy: itemType = ItemFairy; break;
case FamiliarFairyIce: itemType = ItemFairyIce; break;
+ case FamiliarFairyFire: itemType = ItemFairyFire; break;
+ case FamiliarFairyTarget: itemType = ItemFairyTarget; break;
}
ItemEntity* newItem = new ItemEntity(itemType, x, y);
newItem->setVelocity(Vector2D(50.0f + rand()% 150));
newItem->setViscosity(0.96f);
}
else if (chestType == CHEST_EXIT)
{
int r = rand() % 3;
if (r == 0)
{
for (int i = 0; i < 5; i++)
{
ItemEntity* newItem = new ItemEntity(ItemSilverCoin, x, y);
newItem->setVelocity(Vector2D(90.0f + rand()% 150));
newItem->setViscosity(0.96f);
}
}
else if (r == 1)
{
for (int i = 0; i < 3; i++)
{
ItemEntity* newItem = new ItemEntity(ItemSilverCoin, x, y);
newItem->setVelocity(Vector2D(90.0f + rand()% 150));
newItem->setViscosity(0.96f);
}
ItemEntity* newItem = new ItemEntity(itemHealth, x, y);
newItem->setVelocity(Vector2D(90.0f + rand()% 150));
newItem->setViscosity(0.96f);
}
else
{
int bonusType = game().getRandomEquipItem(false);
while (items[FirstEquipItem + bonusType].familiar != FamiliarNone)
bonusType = game().getRandomEquipItem(false);
ItemEntity* newItem = new ItemEntity( (enumItemType)(FirstEquipItem + bonusType), x ,y);
newItem->setVelocity(Vector2D(90.0f + rand()% 150));
newItem->setViscosity(0.96f);
}
}
}
diff --git a/src/Constants.h b/src/Constants.h
index 384bba7..392bd95 100644
--- a/src/Constants.h
+++ b/src/Constants.h
@@ -1,357 +1,358 @@
/** 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
#include <string>
const std::string APP_NAME = "Witch Blast";
const std::string APP_VERSION = "0.2.5";
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_IMP,
IMAGE_BUTCHER,
IMAGE_GIANT_SLIME,
IMAGE_KING_RAT,
IMAGE_CYCLOP,
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_NONE = -1,
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,
SOUND_RAT_DYING,
SOUND_BAT_DYING,
SOUND_IMP_HURT,
SOUND_IMP_DYING,
SOUND_ROCK_IMPACT,
SOUND_THROW,
SOUND_CYCLOP_00,
SOUND_CYCLOP_DIE,
SOUND_BUTCHER_00,
SOUND_BUTCHER_01,
SOUND_BUTCHER_HURT,
SOUND_BUTCHER_DIE,
SOUND_VIB
};
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_IMP_RED,
FRAME_CORPSE_IMP_BLUE,
FRAME_CORPSE_SLIME_RED,
FRAME_CORPSE_SLIME_BLUE,
FRAME_CORPSE_KING_RAT,
FRAME_CORPSE_GIANT_SLIME,
FRAME_CORPSE_CYCLOP,
FRAME_CORPSE_BUTCHER
};
// 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 = 0.45f;
const int INITIAL_BOLT_DAMAGES = 8;
const float INITIAL_BOLT_VELOCITY = 700.0f;
const float INITIAL_BOLT_VISCOSITY = 0.98f;
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 int FAIRY_FIRE_DAMAGES = 12;
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,
ShotTypeFire
};
// 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
= { 0.01, 0.015f, 0.02f };
// 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_IMP_RED,
MONSTER_IMP_BLUE,
MONSTER_SLIME_RED,
MONSTER_SLIME_BLUE,
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;
const float SLIME_FIRE_VELOCITY = 240.0f;
// Imp
const float IMP_SPEED = 180.0f;
const int IMP_HP = 20;
const int IMP_MELEE_DAMAGES = 5;
const int IMP_MISSILE_DAMAGES = 8;
const int IMP_BB_LEFT = 5;
const int IMP_BB_WIDTH_DIFF = 10;
const int IMP_BB_TOP = 2;
const int IMP_BB_HEIGHT_DIFF = 32;
const float IMP_FIRE_VELOCITY = 250.0f;
// Butcher
const int BUTCHER_HP = 100;
const int BUTCHER_DAMAGES = 8;
const int BUTCHER_VELOCITY = 80;
// Giant Slime
const int GIANT_SLIME_HP = 550;
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;
// Cyclop
const float CYCLOP_SPEED[4] = { 120, 130, 140, 150};
const int CYCLOP_NUMBER_ROCKS[4] = { 5, 7, 9, 12};
const float CYCLOP_FIRE_DELAY[4] = { 0.3f, 0.26f, 0.23f, 0.2f};
const int CYCLOP_HP = 1000;
const int CYCLOP_DAMAGES = 10;
// EFFECTS
const float HURTING_DELAY = 0.4f;
const float HEART_BEAT_DELAY = 1.2f;
#endif // CONSTANTS_H_INCLUDED
diff --git a/src/FairyEntity.cpp b/src/FairyEntity.cpp
index aa777dd..38efb5a 100644
--- a/src/FairyEntity.cpp
+++ b/src/FairyEntity.cpp
@@ -1,154 +1,165 @@
#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>
FairyEntity::FairyEntity(float x, float y, enumFamiliar fairyType) : SpriteEntity (ImageManager::getImageManager()->getImage(IMAGE_FAIRY), x, y, 48, 72)
{
this->x = x;
this->y = y;
this->setFrame(0);
imagesProLine = 6;
this->parentEntity = game().getPlayer();
type = ENTITY_FAMILIAR;
this->fairyType = fairyType;
fireDelay = -1.0f;
facingDirection = 2;
+ fairyDamages = FAIRY_BOLT_DAMAGES;
+
shotLevel = 1;
switch (fairyType)
{
+ case FamiliarFairyTarget:
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 FamiliarNone: break;
}
}
void FairyEntity::animate(float delay)
{
z = y + height;
if (fireDelay > 0) fireDelay -= delay;
float dist2 = (x - parentEntity->getX()) * (x - parentEntity->getX()) + (y - parentEntity->getY()) * (y - parentEntity->getY());
if (dist2 > 15000.0f)
{
float tan = (parentEntity->getX() - x) / (parentEntity->getY() - y);
float angle = atan(tan);
if (parentEntity->getY() > y)
setVelocity(Vector2D(sin(angle) * FAIRY_SPEED, cos(angle) * FAIRY_SPEED));
else
setVelocity(Vector2D(-sin(angle) * FAIRY_SPEED, -cos(angle) * FAIRY_SPEED));
viscosity = 1.0f;
}
else if (dist2 < 50000.0f)
{
viscosity = 0.96f;
}
checkCollisions();
computeFacingDirection();
isMirroring = false;
frame = ((int)(age * 10.0f)) % 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::fire(int dir, GameMap* map)
{
if (x < OFFSET_X + TILE_WIDTH * 1.3) return;
if (y < OFFSET_Y + TILE_HEIGHT * 1.3) return;
if (x > OFFSET_X + TILE_WIDTH * (MAP_WIDTH - 1) - TILE_WIDTH * 0.3) return;
if (y > OFFSET_Y + TILE_HEIGHT * (MAP_HEIGHT - 1) - TILE_HEIGHT * 0.3) return;
if (fireDelay <= 0.0f)
{
SoundManager::getSoundManager()->playSound(SOUND_BLAST_STANDARD);
fireDelay = fairyFireDelay;
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(FAIRY_BOLT_DAMAGES);
bolt->setVelocity(Vector2D(velx, vely));
bolt->setFlying(true);
+
+ if (fairyType == FamiliarFairyTarget)
+ {
+ Vector2D target = game().getNearestEnnemy(x, y);
+ if (target.x > -1.0f)
+ bolt->setVelocity(Vector2D(x, y).vectorTo(target, FAIRY_BOLT_VELOCITY));
+ }
}
}
void FairyEntity::computeFacingDirection()
{
if (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));
}
}
}
}
}
diff --git a/src/FairyEntity.h b/src/FairyEntity.h
index 77ac8cc..adc5efd 100644
--- a/src/FairyEntity.h
+++ b/src/FairyEntity.h
@@ -1,30 +1,31 @@
#ifndef FAIRYENTITY_H
#define FAIRYENTITY_H
#include "sfml_game/SpriteEntity.h"
#include "PlayerEntity.h"
#include "sfml_game/GameMap.h"
class FairyEntity : public SpriteEntity
{
public:
FairyEntity(float x, float y, enumFamiliar fairyType);
virtual void animate(float delay);
void fire(int dir, GameMap* map);
protected:
private:
PlayerEntity* parentEntity;
float fireDelay;
int facingDirection;
enumFamiliar fairyType;
enumShotType shotType;
float fairyFireDelay;
+ int fairyDamages;
unsigned int shotLevel;
void computeFacingDirection();
void checkCollisions();
};
#endif // MAGNETENTITY_H
diff --git a/src/Items.h b/src/Items.h
index a62377a..6de19a6 100644
--- a/src/Items.h
+++ b/src/Items.h
@@ -1,247 +1,261 @@
#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 */
+ FamiliarNone = -1, /**< No familiar */
+ FamiliarFairy, /**< Standard Fairy */
+ FamiliarFairyIce, /**< Ice Fairy */
+ FamiliarFairyFire, /**< Fire Fairy */
+ FamiliarFairyTarget /**< Target Fairy */
};
const int FAIRY_NUMBER = 2;
/** Item type enum
* All the items and equipments.
*/
enum enumItemType
{
ItemCopperCoin,
ItemSilverCoin,
ItemGoldCoin,
itemBossHeart,
itemHealthVerySmall,
itemHealthSmall,
itemHealth,
ItemMagicianHat, // first equip item
ItemLeatherBoots,
ItemBookDualShots,
ItemRageAmulet,
ItemBossKey,
ItemVibrationGloves,
ItemMahoganyStaff,
ItemFairy,
ItemLeatherBelt,
ItemBloodSnake,
ItemGemIce,
ItemGemIllusion,
ItemGemStone,
ItemGemLightning,
ItemFairyIce,
ItemRingIce,
ItemRingStone,
ItemRingLightning,
ItemRingIllusion,
ItemBookTripleShots,
- ItemBroochStar
+ ItemBroochStar,
+ ItemFairyFire,
+ ItemFairyTarget
};
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 = 28; /*!< Total number of items */
+const int NUMBER_ITEMS = 30; /*!< 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
},
{
itemBossHeart, "Titan's Heart", "Increases Max HP",
250, false, FamiliarNone, false, false, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
itemHealthVerySmall, "Apple", "Restores 3 HP",
2, false, FamiliarNone, true, false, false, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
itemHealthSmall, "Bread", "Restores 7 HP",
4, false, FamiliarNone, true, false, false, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
itemHealthSmall, "Cheese", "Restores 15 HP",
8, false, FamiliarNone, true, false, false, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemMagicianHat, "Sorcerer's 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", "Retaliates",
20, true, FamiliarNone, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemBossKey, "Boss Key", "Opens the Boss gate",
200, true, FamiliarNone, false, false, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemVibrationGloves, "Vibration Gloves", "Increases bolt's speed rate and vibrates",
20, true, FamiliarNone, true, true, true, 1, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemMahoganyStaff, "Mahogany Staff", "Increases bolt's speed and damage",
25, true, FamiliarNone, true, true, true, 2, RarityCommon, AlignmentNone, -1, ShotTypeStandard
},
{
- ItemFairy, "Fairy", "Helps you in the dungeon",
+ ItemFairy, "Fairy Lilly", "Helps 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 damage",
20, true, FamiliarNone, true, true, true, 1, RarityUnommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemGemIce, "Ice Gem", "Ice attack (freeze)",
25, true, FamiliarNone, true, true, true, 2, 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, 2, RarityCommon, AlignmentNone, -1, ShotTypeStone
},
{
ItemGemLightning, "Lighting Gem", "Lightning attack (bouncing)",
25, true, FamiliarNone, true, true, true, 2, RarityCommon, AlignmentNone, -1, ShotTypeLightning
},
{
- ItemFairyIce, "Ice Fairy", "Helps you in the dungeon",
+ ItemFairyIce, "Fairy Natasha", "Helps you in the dungeon",
40, true, FamiliarFairyIce, false, true, true, 2, RarityUnommon, AlignmentNone, -1, ShotTypeStandard
},
{
ItemRingIce, "Sapphire Ring", "Increases ice power",
45, true, FamiliarNone, true, true, true, 3, RarityUnommon, AlignmentNone, ItemGemIce, ShotTypeStandard
},
{
ItemRingStone, "Obsidian Ring", "Increases stone power",
45, true, FamiliarNone, true, true, true, 3, RarityUnommon, AlignmentNone, ItemGemStone, ShotTypeStandard
},
{
ItemRingLightning, "Opal Ring", "Increases lightning power",
45, true, FamiliarNone, true, true, true, 3, RarityUnommon, AlignmentNone, ItemGemLightning, ShotTypeStandard
},
{
ItemRingIllusion, "Quartz Ring", "Increases illusion power",
45, true, FamiliarNone, true, true, true, 4, RarityUnommon, AlignmentNone, ItemGemIllusion, ShotTypeStandard
},
{
ItemBookTripleShots, "Spell : Triple Bolts", "Shoots three bolts",
50, true, FamiliarNone, true, true, true, 4, RarityCommon, AlignmentNone, ItemBookDualShots, ShotTypeStandard
},
{
ItemBroochStar, "Star Brooch", "Increases fire range",
20, true, FamiliarNone, true, true, true, 4, RarityCommon, AlignmentNone, -1, ShotTypeStandard
+ },
+ {
+ ItemFairyFire, "Fairy Alicia", "Helps you in the dungeon",
+ 40, true, FamiliarFairyFire, false, true, true, 2, RarityUnommon, AlignmentNone, -1, ShotTypeStandard
+ },
+ {
+ ItemFairyTarget, "Fairy Mary", "Helps you in the dungeon",
+ 40, true, FamiliarFairyTarget, false, true, true, 2, RarityUnommon, AlignmentNone, -1, ShotTypeStandard
}
};
-const int NUMBER_EQUIP_ITEMS = 21; /*!< Number of equip items */
+const int NUMBER_EQUIP_ITEMS = 23; /*!< 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_LIGHTNING,
EQUIP_RING_ILLUSION,
EQUIP_BOOK_TRIPLE,
- EQUIP_BROOCH_STAR
+ EQUIP_BROOCH_STAR,
+ EQUIP_FAIRY_FIRE,
+ EQUIP_FAIRY_TARGET
};
#endif
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