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CauldronEntity.cpp
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CauldronEntity.cpp
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#include
"CauldronEntity.h"
#include
"SlimeEntity.h"
#include
"ExplosionEntity.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"
CauldronEntity
::
CauldronEntity
(
float
x
,
float
y
,
cauldronTypeEnum
cauldronType
)
:
EnemyEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_CAULDRON
),
x
,
y
)
{
creatureSpeed
=
0.0f
;
velocity
=
Vector2D
(
0.0f
,
0.0f
);
hp
=
CAULDRON_HP
;
hpMax
=
hp
;
meleeDamages
=
0
;
this
->
cauldronType
=
cauldronType
;
bloodColor
=
BloodNone
;
invokeDelay
=
2.5f
;
bubbleDelay
=
0.0f
;
shadowFrame
=
2
;
sprite
.
setOrigin
(
32
,
28
);
imagesProLine
=
2
;
deathFrame
=
FRAME_CORPSE_CAULDRON
;
dyingSound
=
SOUND_CAULDRON_DIE
;
if
(
cauldronType
==
CauldronTypeElemental
)
{
enemyType
=
EnemyTypeCauldronElemental
;
colorChangeDelay
=
4.0f
+
rand
()
%
40
*
0.1f
;
colorState
=
rand
()
%
3
;
}
else
{
enemyType
=
EnemyTypeCauldron
;
}
enemyType
=
cauldronType
==
CauldronTypeStandard
?
EnemyTypeCauldron
:
EnemyTypeCauldronElemental
;
resistance
[
ResistanceRecoil
]
=
ResistanceVeryHigh
;
resistance
[
ResistancePoison
]
=
ResistanceImmune
;
canExplode
=
false
;
}
void
CauldronEntity
::
animate
(
float
delay
)
{
if
(
isAgonising
)
{
agonizingDelay
-=
delay
;
if
(
agonizingDelay
<=
0.0f
)
{
isDying
=
true
;
game
().
addCorpse
(
x
,
y
,
deathFrame
);
}
}
else
{
SoundManager
::
getInstance
().
playSound
(
SOUND_CAULDRON
,
false
);
invokeDelay
-=
delay
;
if
(
invokeDelay
<
0.0f
)
{
if
(
cauldronType
==
CauldronTypeElemental
)
{
if
(
game
().
getEnemyCount
()
<
9
)
{
slimeTypeEnum
slimeType
=
SlimeTypeStandard
;
switch
(
colorState
)
{
case
0
:
slimeType
=
SlimeTypeBlue
;
break
;
case
1
:
slimeType
=
SlimeTypeRed
;
break
;
case
2
:
slimeType
=
SlimeTypeStandard
;
break
;
}
new
SlimeEntity
(
x
,
y
,
slimeType
,
true
);
invokeDelay
=
3.75f
+
(
float
)(
rand
()
%
3000
)
/
1000.0f
;
}
}
else
{
new
SlimeEntity
(
x
,
y
,
SlimeTypeViolet
,
true
);
invokeDelay
=
1.5f
+
(
float
)(
rand
()
%
2500
)
/
1000.0f
;
}
}
if
(
cauldronType
==
CauldronTypeElemental
)
{
colorChangeDelay
-=
delay
;
if
(
colorChangeDelay
<
0.0f
)
{
colorChangeDelay
=
4.0f
+
rand
()
%
50
*
0.1f
;
if
(
rand
()
%
2
==
0
)
{
colorState
++
;
if
(
colorState
>
2
)
colorState
=
0
;
}
else
{
colorState
--
;
if
(
colorState
<
0
)
colorState
=
2
;
}
}
}
bubbleDelay
-=
delay
;
if
(
bubbleDelay
<
0.0f
)
{
bubbleDelay
=
0.3f
;
int
bubbleFrame
=
32
;
if
(
cauldronType
==
CauldronTypeElemental
)
{
switch
(
colorState
)
{
case
0
:
bubbleFrame
=
33
;
break
;
case
1
:
bubbleFrame
=
34
;
break
;
case
2
:
bubbleFrame
=
35
;
break
;
}
}
for
(
int
i
=
0
;
i
<
2
;
i
++
)
{
float
xBub
=
x
-
16
+
rand
()
%
32
;
SpriteEntity
*
bubble
=
new
SpriteEntity
(
ImageManager
::
getInstance
().
getImage
(
IMAGE_CAULDRON
),
xBub
,
y
-
20
,
8
,
8
);
bubble
->
setZ
(
z
);
bubble
->
setFrame
(
bubbleFrame
);
bubble
->
setType
(
ENTITY_EFFECT
);
bubble
->
setWeight
(
-20
-
rand
()
%
40
);
bubble
->
setLifetime
(
2.0f
);
float
bloodScale
=
0.3f
+
(
rand
()
%
20
)
*
0.1f
;
bubble
->
setScale
(
bloodScale
,
bloodScale
);
}
}
frame
=
hp
>
hpMax
/
2
?
0
:
1
;
if
(
cauldronType
==
CauldronTypeElemental
)
{
switch
(
colorState
)
{
case
0
:
frame
+=
2
;
break
;
case
1
:
frame
+=
4
;
break
;
case
2
:
frame
+=
6
;
break
;
}
}
EnemyEntity
::
animate
(
delay
);
}
}
void
CauldronEntity
::
readCollidingEntity
(
CollidingSpriteEntity
*
entity
)
{
if
(
!
isDying
&&
!
isAgonising
&&
collideWithEntity
(
entity
))
{
if
(
entity
->
getType
()
==
ENTITY_PLAYER
||
entity
->
getType
()
==
ENTITY_BOLT
)
{
PlayerEntity
*
playerEntity
=
dynamic_cast
<
PlayerEntity
*>
(
entity
);
BoltEntity
*
boltEntity
=
dynamic_cast
<
BoltEntity
*>
(
entity
);
if
(
playerEntity
!=
NULL
&&
!
playerEntity
->
isDead
())
{
inflictsRecoilTo
(
playerEntity
);
}
else
if
(
boltEntity
!=
NULL
&&
!
boltEntity
->
getDying
()
&&
boltEntity
->
getAge
()
>
0.05f
)
{
collideWithBolt
(
boltEntity
);
}
}
else
// collision with other enemy ?
{
if
(
entity
->
getType
()
>=
ENTITY_ENEMY
&&
entity
->
getType
()
<=
ENTITY_ENEMY_MAX
)
{
if
(
this
!=
entity
)
{
EnemyEntity
*
enemyEntity
=
static_cast
<
EnemyEntity
*>
(
entity
);
if
(
enemyEntity
->
canCollide
())
collideWithEnemy
(
enemyEntity
);
}
}
}
}
}
void
CauldronEntity
::
calculateBB
()
{
boundingBox
.
left
=
(
int
)
x
-
25
;
boundingBox
.
width
=
50
;
boundingBox
.
top
=
(
int
)
y
-
10
;
boundingBox
.
height
=
42
;
}
void
CauldronEntity
::
collideMapRight
()
{
velocity
.
x
=
-
velocity
.
x
;
if
(
recoil
.
active
)
recoil
.
velocity
.
x
=
-
recoil
.
velocity
.
x
;
}
void
CauldronEntity
::
collideMapLeft
()
{
velocity
.
x
=
-
velocity
.
x
;
if
(
recoil
.
active
)
recoil
.
velocity
.
x
=
-
recoil
.
velocity
.
x
;
}
void
CauldronEntity
::
collideMapTop
()
{
velocity
.
y
=
-
velocity
.
y
;
if
(
recoil
.
active
)
recoil
.
velocity
.
y
=
-
recoil
.
velocity
.
y
;
}
void
CauldronEntity
::
collideMapBottom
()
{
velocity
.
y
=
-
velocity
.
y
;
if
(
recoil
.
active
)
recoil
.
velocity
.
y
=
-
recoil
.
velocity
.
y
;
}
void
CauldronEntity
::
collideWithEnemy
(
EnemyEntity
*
entity
)
{
if
(
entity
->
getMovingStyle
()
!=
movFlying
)
inflictsRecoilTo
(
entity
);
}
void
CauldronEntity
::
dying
()
{
new
ExplosionEntity
(
x
,
y
,
ExplosionTypeViolet
,
0
,
EnemyTypeNone
,
true
);
if
(
cauldronType
==
CauldronTypeElemental
)
{
switch
(
colorState
)
{
case
0
:
deathFrame
=
FRAME_CORPSE_CAULDRON_RED
;
break
;
case
1
:
deathFrame
=
FRAME_CORPSE_CAULDRON_BLUE
;
break
;
case
2
:
deathFrame
=
FRAME_CORPSE_CAULDRON_GREEN
;
break
;
}
}
EnemyEntity
::
dying
();
return
;
}
void
CauldronEntity
::
drop
()
{
EnemyEntity
::
drop
();
}
void
CauldronEntity
::
inflictsRecoilTo
(
BaseCreatureEntity
*
targetEntity
)
{
Vector2D
recoilVector
=
Vector2D
(
x
,
y
).
vectorTo
(
Vector2D
(
targetEntity
->
getX
(),
targetEntity
->
getY
()),
200.0f
);
targetEntity
->
giveRecoil
(
false
,
recoilVector
,
0.1f
);
}
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CauldronEntity.cpp (6 KB)
Attached To
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R78 witchblast
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