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diff --git a/src/BaseCreatureEntity.cpp b/src/BaseCreatureEntity.cpp
index 8c66d04..d237927 100644
--- a/src/BaseCreatureEntity.cpp
+++ b/src/BaseCreatureEntity.cpp
@@ -1,103 +1,105 @@
#include "BaseCreatureEntity.h"
#include "sfml_game/ImageManager.h"
#include "Constants.h"
#include "WitchBlastGame.h"
BaseCreatureEntity::BaseCreatureEntity(sf::Texture* image, float x = 0.0f, float y = 0.0f, int spriteWidth = -1, int spriteHeight = -1)
: CollidingSpriteEntity (image, x, y, spriteWidth, spriteHeight)
{
hurting = false;
shadowFrame = -1;
}
void BaseCreatureEntity::setParent(WitchBlastGame* parent)
{
parentGame = parent;
}
int BaseCreatureEntity::getHp()
{
return hp;
}
int BaseCreatureEntity::getHpMax()
{
return hpMax;
}
int BaseCreatureEntity::getHpDisplay()
{
return hpDisplay;
}
void BaseCreatureEntity::animate(float delay)
{
if (hpDisplay > hp) hpDisplay--;
else if (hpDisplay < hp) hpDisplay++;
z = y + height/2;
if (hurting)
{
hurtingDelay -= delay;
if (hurtingDelay > 0.0f)
{
int fadeColor = (sf::Uint8)((HURTING_DELAY - hurtingDelay) * 255);
sprite.setColor(sf::Color(255, fadeColor, fadeColor, 255 ));
}
else
{
hurting = false;
sprite.setColor(sf::Color(255, 255, 255, 255 ));
}
}
CollidingSpriteEntity::animate(delay);
}
void BaseCreatureEntity::render(sf::RenderWindow* app)
{
if (!isDying && shadowFrame > -1)
{
// shadow
sprite.setTextureRect(sf::IntRect(shadowFrame * width, 0, width, height));
app->draw(sprite);
}
CollidingSpriteEntity::render(app);
#ifdef SHOW_BOUNDING_BOX
sf::Vertex line[] =
{
sf::Vertex(sf::Vector2f(boundingBox.left, boundingBox.top)),
sf::Vertex(sf::Vector2f(boundingBox.left + boundingBox.width, boundingBox.top)),
sf::Vertex(sf::Vector2f(boundingBox.left + boundingBox.width, boundingBox.top)),
sf::Vertex(sf::Vector2f(boundingBox.left + boundingBox.width, boundingBox.top + boundingBox.height)),
sf::Vertex(sf::Vector2f(boundingBox.left + boundingBox.width, boundingBox.top + boundingBox.height)),
sf::Vertex(sf::Vector2f(boundingBox.left, boundingBox.top + boundingBox.height)),
sf::Vertex(sf::Vector2f(boundingBox.left, boundingBox.top + boundingBox.height)),
sf::Vertex(sf::Vector2f(boundingBox.left, boundingBox.top))
};
app->draw(line, 8, sf::Lines);
#endif
}
void BaseCreatureEntity::calculateBB()
{
}
-void BaseCreatureEntity::hurt(int damages)
+bool BaseCreatureEntity::hurt(int damages)
{
hurting = true;
hurtingDelay = HURTING_DELAY;
hp -= damages;
if (hp <= 0)
{
hp = 0;
dying();
}
+
+ return true;
}
void BaseCreatureEntity::dying()
{
isDying = true;
}
diff --git a/src/BaseCreatureEntity.h b/src/BaseCreatureEntity.h
index 4c575c3..5f14d76 100644
--- a/src/BaseCreatureEntity.h
+++ b/src/BaseCreatureEntity.h
@@ -1,36 +1,36 @@
#ifndef BASECREATUREENTITY_H
#define BASECREATUREENTITY_H
#include "sfml_game/CollidingSpriteEntity.h"
class WitchBlastGame;
class BaseCreatureEntity : public CollidingSpriteEntity
{
public:
BaseCreatureEntity(sf::Texture* image, float x, float y, int spriteWidth, int spriteHeight);
int getHp();
int getHpMax();
int getHpDisplay();
virtual void animate(float delay);
virtual void render(sf::RenderWindow* app);
virtual void calculateBB();
- virtual void hurt(int damages);
+ bool hurt(int damages);
virtual void dying();
void setParent(WitchBlastGame* parent);
enum enumBloodColor { bloodRed, bloodGreen};
protected:
int hp;
int hpMax;
int hpDisplay;
float creatureSpeed;
int shadowFrame;
bool hurting;
float hurtingDelay;
WitchBlastGame* parentGame;
enumBloodColor bloodColor;
private:
};
#endif // BASECREATUREENTITY_H
diff --git a/src/EnnemyEntity.cpp b/src/EnnemyEntity.cpp
index 49b83af..2fe606e 100644
--- a/src/EnnemyEntity.cpp
+++ b/src/EnnemyEntity.cpp
@@ -1,112 +1,125 @@
#include "EnnemyEntity.h"
#include "BoltEntity.h"
#include "PlayerEntity.h"
#include "sfml_game/SpriteEntity.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "Constants.h"
#include <iostream>
#include "WitchBlastGame.h"
EnnemyEntity::EnnemyEntity(sf::Texture* image, float x, float y, GameMap* map)
: BaseCreatureEntity (image, x, y, 64, 64)
{
type = ENTITY_ENNEMY;
bloodColor = bloodRed;
setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
z = y;
age = -0.001f * (rand()%800) - 0.4f;
}
void EnnemyEntity::animate(float delay)
{
if (canCollide()) testSpriteCollisions();
if (age > 0.0f)
BaseCreatureEntity::animate(delay);
else
age += delay;
}
void EnnemyEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2;
boundingBox.width = width;
boundingBox.top = (int)y - height / 2;
boundingBox.height = height;
}
void EnnemyEntity::collideMapRight()
{
velocity.x = 0.0f;
}
void EnnemyEntity::collideMapLeft()
{
velocity.x = 0.0f;
}
void EnnemyEntity::collideMapTop()
{
velocity.y = 0.0f;
}
void EnnemyEntity::collideMapBottom()
{
velocity.y = 0.0f;
}
void EnnemyEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
if (collideWithEntity(entity) &&
(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())
- playerEntity->hurt(meleeDamages);
+ {
+ if (playerEntity->hurt(meleeDamages))
+ {
+ float xs = (x + playerEntity->getX()) / 2;
+ float ys = (y + playerEntity->getY()) / 2;
+ SpriteEntity* star = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_STAR_2), xs, ys);
+ star->setFading(true);
+ star->setZ(y+ 100);
+ star->setLifetime(0.7f);
+ star->setType(16);
+ star->setSpin(400.0f);
+ }
+ }
+
else if (boltEntity != NULL && !boltEntity->getDying() && boltEntity->getAge() > 0.05f)
{
boltEntity->collide();
hurt(boltEntity->getDamages());
parentGame->generateBlood(x, y, bloodColor);
SoundManager::getSoundManager()->playSound(SOUND_IMPACT);
float xs = (x + boltEntity->getX()) / 2;
float ys = (y + boltEntity->getY()) / 2;
SpriteEntity* star = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_STAR_2), xs, ys);
star->setFading(true);
star->setZ(y+ 100);
star->setLifetime(0.7f);
star->setType(16);
star->setSpin(400.0f);
}
}
}
void EnnemyEntity::dying()
{
isDying = true;
SpriteEntity* deadRat = new SpriteEntity(ImageManager::getImageManager()->getImage(3), x, y, 64, 64);
//deadRat->setZ(y + height);
deadRat->setZ(OFFSET_Y);
deadRat->setFrame(2);
deadRat->setType(13);
}
void EnnemyEntity::drop()
{
if (rand() % 5 == 0)
{
ItemEntity* newItem = new ItemEntity(ItemEntity::itemCopperCoin, x, y);
newItem->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
newItem->setVelocity(Vector2D(100.0f + rand()% 250));
newItem->setViscosity(0.96f);
}
}
bool EnnemyEntity::canCollide()
{
return true;
}
diff --git a/src/PlayerEntity.cpp b/src/PlayerEntity.cpp
index 21f98e7..027537e 100644
--- a/src/PlayerEntity.cpp
+++ b/src/PlayerEntity.cpp
@@ -1,552 +1,554 @@
#include "PlayerEntity.h"
#include "BoltEntity.h"
#include "EnnemyBoltEntity.h"
#include "ItemEntity.h"
#include "FairyEntity.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "Constants.h"
#include "WitchBlastGame.h"
#include <iostream>
PlayerEntity::PlayerEntity(sf::Texture* image, float x = 0.0f, float y = 0.0f) : BaseCreatureEntity (image, x, y, 64, 96)
{
currentFireDelay = -1.0f;
canFirePlayer = true;
type = ENTITY_PLAYER;
imagesProLine = 8;
playerStatus = playerStatusPlaying;
hp = INITIAL_PLAYER_HP;
hpDisplay = hp;
hpMax = INITIAL_PLAYER_HP;
gold = 0;
boltLifeTime = INITIAL_BOLT_LIFE;
bloodColor = bloodRed;
for (int i = 0; i < NUMBER_EQUIP_ITEMS; i++) equip[i] = false;
colliding = 0;
computePlayer();
// TEST
//equip[EQUIP_BOSS_KEY] = true;
}
void PlayerEntity::moveTo(float newX, float newY)
{
float dx = newX - x;
float dy = newY - y;
x = newX;
y = newY;
if (equip[EQUIP_FAIRY])
{
fairy->setX(fairy->getX() + dx);
fairy->setY(fairy->getY() + dy);
}
}
float PlayerEntity::getPercentFireDelay()
{
if (canFirePlayer) return 1.0f;
else return (1.0f - currentFireDelay / fireDelay);
}
int PlayerEntity::getColliding()
{
return colliding;
}
bool PlayerEntity::isDead()
{
return playerStatus==playerStatusDead;
}
void PlayerEntity::setEntering()
{
playerStatus = playerStatusEntering;
}
void PlayerEntity::pay(int price)
{
gold -= price;
if (gold < 0) gold = 0;
SoundManager::getSoundManager()->playSound(SOUND_BLAST_STANDARD);
}
void PlayerEntity::animate(float delay)
{
// rate of fire
if (!canFirePlayer)
{
currentFireDelay -= delay;
canFirePlayer = (currentFireDelay <= 0.0f);
}
// acquisition animation
if (playerStatus == playerStatusAcquire)
{
acquireDelay -= delay;
if (acquireDelay <= 0.0f)
{
equip[acquiredItem] = true;
computePlayer();
playerStatus = playerStatusPlaying;
if (acquiredItem == (int)EQUIP_FAIRY)
{
fairy = new FairyEntity(x, y - 50.0f, this);
}
}
}
else if (playerStatus == playerStatusUnlocking)
{
acquireDelay -= delay;
if (acquireDelay <= 0.0f)
{
playerStatus = playerStatusPlaying;
}
}
//z = y;
if (playerStatus != playerStatusDead) testSpriteCollisions();
colliding = 0;
BaseCreatureEntity::animate(delay);
if (isMoving())
{
frame = ((int)(age * 5.0f)) % 4;
if (frame == 2) frame = 0;
if (frame == 3) frame = 2;
SoundManager::getSoundManager()->playSound(SOUND_STEP);
}
else if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
frame = 3;
else if (playerStatus == playerStatusDead)
frame = 0;
else
frame = 0;
if (x < OFFSET_X)
parentGame->moveToOtherMap(4);
else if (x > OFFSET_X + MAP_WIDTH * TILE_WIDTH)
parentGame->moveToOtherMap(6);
else if (y < OFFSET_Y)
parentGame->moveToOtherMap(8);
else if (y > OFFSET_Y + MAP_HEIGHT * TILE_HEIGHT - 5)
parentGame->moveToOtherMap(2);
if (playerStatus == playerStatusEntering)
{
if (boundingBox.left > OFFSET_X + TILE_WIDTH
&& (boundingBox.left + boundingBox.width) < OFFSET_X + TILE_WIDTH * (MAP_WIDTH - 1)
&& boundingBox.top > OFFSET_Y + TILE_HEIGHT
&& (boundingBox.top + boundingBox.height) < OFFSET_Y + TILE_HEIGHT * (MAP_HEIGHT - 1))
{
playerStatus = playerStatusPlaying;
parentGame->closeDoors();
}
}
if (playerStatus == playerStatusDead)
{
z = OFFSET_Y - 2;
}
}
void PlayerEntity::render(sf::RenderWindow* app)
{
sprite.setPosition(x, y);
if (playerStatus == playerStatusDead)
{
// blood
sprite.setTextureRect(sf::IntRect(6 * width, 0, width, height));
app->draw(sprite);
// body
sprite.setTextureRect(sf::IntRect(3 * width, height, width, height));
app->draw(sprite);
// feet
sprite.setTextureRect(sf::IntRect(3 * width, 2 * height, width, height));
app->draw(sprite);
// hand
sprite.setTextureRect(sf::IntRect(3 * width, 3 * height, width, height));
app->draw(sprite);
}
else
{
// shadow
sprite.setTextureRect(sf::IntRect(7 * width, 0, width, height));
app->draw(sprite);
// body
sprite.setTextureRect(sf::IntRect(frame * width, height, width, height));
app->draw(sprite);
// belt
if (equip[EQUIP_LEATHER_BELT])
{
sprite.setTextureRect(sf::IntRect(frame * width, 6 *height, width, height));
app->draw(sprite);
}
// head
if (playerStatus != playerStatusAcquire && playerStatus != playerStatusUnlocking)
{
sprite.setTextureRect(sf::IntRect(0, 0, width, height));
app->draw(sprite);
// hat
if (equip[EQUIP_ENCHANTER_HAT])
{
sprite.setTextureRect(sf::IntRect(3 * width, 0, width, height));
app->draw(sprite);
}
}
// feet
if( equip[EQUIP_LEATHER_BOOTS])
sprite.setTextureRect(sf::IntRect((frame + 4) * width, 2 * height, width, height));
else
sprite.setTextureRect(sf::IntRect(frame * width, 2 * height, width, height));
app->draw(sprite);
// staff
if ( equip[EQUIP_MAHONAGY_STAFF])
sprite.setTextureRect(sf::IntRect(frame * width + 4, 4 * height, width, height));
else
sprite.setTextureRect(sf::IntRect(frame * width + 4, 4 * height, width, height));
app->draw(sprite);
// hands
if( equip[EQUIP_VIBRATION_GLOVES])
sprite.setTextureRect(sf::IntRect((frame + 4) * width, 3 * height, width, height));
else
sprite.setTextureRect(sf::IntRect(frame * width, 3 * height, width, height));
app->draw(sprite);
// head
if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
{
sprite.setTextureRect(sf::IntRect(width, 0, width, height));
app->draw(sprite);
// hat
if (equip[EQUIP_ENCHANTER_HAT])
{
sprite.setTextureRect(sf::IntRect(3 * width, 0, width, height));
app->draw(sprite);
}
// staff
sprite.setTextureRect(sf::IntRect(width * 1, 4 * height, width, height));
app->draw(sprite);
}
// necklace
if (equip[EQUIP_CONCENTRATION_AMULET])
{
sprite.setTextureRect(sf::IntRect(frame * width, 5 * height, width, height));
app->draw(sprite);
sprite.setColor(sf::Color(255,255,255, (1.0f + sin(age * 5.0f)) * 100));
sprite.setTextureRect(sf::IntRect(5 * width, 0, width, height));
app->draw(sprite);
sprite.setColor(sf::Color(255,255,255,255));
}
}
}
void PlayerEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2;
boundingBox.width = width;
boundingBox.top = (int)y - height / 2;
boundingBox.height = height;
float fPrez = 10.0f;
boundingBox.left += fPrez;
boundingBox.width -= (fPrez + fPrez);
boundingBox.top += 52.0f;
boundingBox.height = boundingBox.width - 10.0f;
}
void PlayerEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
EnnemyBoltEntity* boltEntity = dynamic_cast<EnnemyBoltEntity*>(entity);
if (collideWithEntity(entity))
{
if (boltEntity != NULL && !boltEntity->getDying())
{
boltEntity->collide();
hurt(boltEntity->getDamages());
parentGame->generateBlood(x, y, bloodColor);
}
}
}
void PlayerEntity::move(int direction)
{
if (playerStatus == playerStatusPlaying)
{
float speedx = 0.0f, speedy = 0.0f;
if (direction == 1 || direction == 4 || direction == 7)
speedx = - creatureSpeed;
else if (direction == 3 || direction == 6 || direction == 9)
speedx = creatureSpeed;
if (direction == 1 || direction == 2 || direction == 3)
speedy = creatureSpeed;
else if (direction == 7 || direction == 8 || direction == 9)
speedy = - creatureSpeed;
setVelocity(Vector2D(speedx, speedy));
}
}
bool PlayerEntity::isMoving()
{
if (velocity.x < -1.0f || velocity.x > 1.0f) return true;
if (velocity.y < -1.0f || velocity.y > 1.0f) return true;
return false;
}
bool PlayerEntity::isEquiped(int eq)
{
return equip[eq];
}
void PlayerEntity::generateBolt(float velx, float vely)
{
BoltEntity* bolt = new BoltEntity(ImageManager::getImageManager()->getImage(1), x, y + 20, boltLifeTime);
bolt->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
bolt->setDamages(fireDamages);
bolt->setVelocity(Vector2D(velx, vely));
}
void PlayerEntity::fire(int direction)
{
if (equip[EQUIP_FAIRY] && playerStatus != playerStatusDead)
fairy->fire(direction, map);
if (canFirePlayer && playerStatus != playerStatusDead)
{
SoundManager::getSoundManager()->playSound(SOUND_BLAST_STANDARD);
if (equip[EQUIP_BOOK_DUAL])
{
float shoot_angle = 0.2f;
if ((direction == 4 && velocity.x < -1.0f) || (direction == 6 && velocity.x > 1.0f)
|| (direction == 8 && velocity.y < -1.0f) || (direction == 2 && velocity.y > 1.0f))
shoot_angle = 0.1f;
else if ((direction == 6 && velocity.x < -1.0f) || (direction == 4 && velocity.x > 1.0f)
|| (direction == 2 && velocity.y < -1.0f) || (direction == 8 && velocity.y > 1.0f))
shoot_angle = 0.35f;
if (equip[EQUIP_VIBRATION_GLOVES]) shoot_angle += (1000 - rand() % 2000) * 0.0001f;
switch(direction)
{
case 4: generateBolt(-fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle));
generateBolt(-fireVelocity * cos(shoot_angle), - fireVelocity * sin(shoot_angle));break;
case 6: generateBolt(fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle));
generateBolt(fireVelocity * cos(shoot_angle), - fireVelocity * sin(shoot_angle));break;
case 8: generateBolt(fireVelocity * sin(shoot_angle), -fireVelocity * cos(shoot_angle));
generateBolt(-fireVelocity * sin(shoot_angle), - fireVelocity * cos(shoot_angle));break;
case 2: generateBolt(fireVelocity * sin(shoot_angle), fireVelocity * cos(shoot_angle));
generateBolt(-fireVelocity * sin(shoot_angle), fireVelocity * cos(shoot_angle));break;
}
}
else
{
if (equip[EQUIP_VIBRATION_GLOVES])
{
float shoot_angle = (1000 - rand() % 2000) * 0.0001f;
switch(direction)
{
case 4: generateBolt(-fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle)); break;
case 6: generateBolt(fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle)); break;
case 8: generateBolt(fireVelocity * sin(shoot_angle), -fireVelocity * cos(shoot_angle)); break;
case 2: generateBolt(fireVelocity * sin(shoot_angle), fireVelocity * cos(shoot_angle)); break;
}
}
else
{
switch(direction)
{
case 4: generateBolt(-fireVelocity, 0.0f); break;
case 6: generateBolt(fireVelocity, 0.0f); break;
case 8: generateBolt(0.0f, -fireVelocity); break;
case 2: generateBolt(0.0f, fireVelocity); break;
}
}
}
canFirePlayer = false;
currentFireDelay = fireDelay;
}
}
bool PlayerEntity::canFire()
{
return canFirePlayer;
}
bool PlayerEntity::canMove()
{
return (playerStatus == playerStatusPlaying);
}
-void PlayerEntity::hurt(int damages)
+bool PlayerEntity::hurt(int damages)
{
if (!hurting)
{
SoundManager::getSoundManager()->playSound(SOUND_PLAYER_HIT);
BaseCreatureEntity::hurt(damages);
parentGame->generateBlood(x, y, bloodColor);
parentGame->generateBlood(x, y, bloodColor);
+ return true;
}
+ return false;
}
void PlayerEntity::loseItem(ItemEntity::enumItemType itemType, bool isEquip)
{
CollidingSpriteEntity* itemSprite
= new CollidingSpriteEntity(ImageManager::getImageManager()->getImage(isEquip ? IMAGE_ITEMS_EQUIP : IMAGE_ITEMS), x, y, 32, 32);
itemSprite->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
itemSprite->setZ(OFFSET_Y - 1);
itemSprite->setFrame(itemType);
itemSprite->setType(ENTITY_BLOOD);
itemSprite->setVelocity(Vector2D(rand()%450));
itemSprite->setViscosity(0.95f);
itemSprite->setSpin( (rand() % 700) - 350.0f);
}
void PlayerEntity::dying()
{
playerStatus = playerStatusDead;
hp = 0;
SoundManager::getSoundManager()->playSound(SOUND_PLAYER_DIE);
setVelocity(Vector2D(0.0f, 0.0f));
int i;
for (i = 0; i < gold; i++) loseItem(ItemEntity::itemCopperCoin, false);
for (i = 0; i < NUMBER_EQUIP_ITEMS; i++)
if (equip[i]) loseItem(ItemEntity::enumItemType(i), true);
for (i = 0; i < 8; i++) parentGame->generateBlood(x, y, bloodColor);
CollidingSpriteEntity* itemSprite
= new CollidingSpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_PLAYER), x, y, 64, 64);
itemSprite->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
itemSprite->setZ(OFFSET_Y - 1);
itemSprite->setImagesProLine(10);
itemSprite->setFrame(/*11*/1);
itemSprite->setType(ENTITY_BLOOD);
itemSprite->setVelocity(Vector2D(rand()%450));
itemSprite->setViscosity(0.95f);
itemSprite->setSpin( (rand() % 700) - 350.0f);
}
void PlayerEntity::acquireItem(ItemEntity::enumItemType type)
{
if (type >= ItemEntity::itemMagicianHat) acquireStance(type);
else switch (type)
{
case ItemEntity::itemCopperCoin: gold++;
SoundManager::getSoundManager()->playSound(SOUND_COIN_PICK_UP);
break;
case ItemEntity::itemSilverCoin: gold = gold + 5; break;
case ItemEntity::itemGoldCoin: gold = gold + 10; break;
case ItemEntity::itemHealth: hp += 15;
SoundManager::getSoundManager()->playSound(SOUND_DRINK);
if (hp > hpMax) hp = hpMax; break;
default: break;
}
}
void PlayerEntity::computePlayer()
{
float boltLifeTimeBonus = 1.0f;
float fireDelayBonus = 1.0f;
float creatureSpeedBonus = 1.0f;
float fireVelocityBonus = 1.0f;
float fireDamagesBonus = 1.0f;
if (equip[EQUIP_VIBRATION_GLOVES]) fireDelayBonus -= 0.10f;
if (equip[EQUIP_ENCHANTER_HAT]) fireDelayBonus -= 0.2f;
if (equip[EQUIP_LEATHER_BELT]) fireDelayBonus -= 0.15f;
if (equip[EQUIP_LEATHER_BOOTS]) creatureSpeedBonus += 0.25f;
if (equip[EQUIP_BOOK_DUAL]) fireDelayBonus += 0.6f;
if (equip[EQUIP_CONCENTRATION_AMULET]) boltLifeTimeBonus += 0.5f;
if (equip[EQUIP_MAHONAGY_STAFF])
{
fireVelocityBonus += 0.15f;
fireDamagesBonus += 0.5f;
}
fireDelay = INITIAL_PLAYER_FIRE_DELAY * fireDelayBonus;
creatureSpeed = INITIAL_PLAYER_SPEED * creatureSpeedBonus;
fireVelocity = INITIAL_BOLT_VELOCITY * fireVelocityBonus;
fireDamages = INITIAL_BOLT_DAMAGES * fireDamagesBonus;
boltLifeTime = INITIAL_BOLT_LIFE * boltLifeTimeBonus;
}
void PlayerEntity::acquireStance(ItemEntity::enumItemType type)
{
velocity.x = 0.0f;
velocity.y = 0.0f;
playerStatus = playerStatusAcquire;
acquireDelay = ACQUIRE_DELAY;
acquiredItem = (ItemEntity::enumItemType)(type - ItemEntity::itemMagicianHat);
SoundManager::getSoundManager()->playSound(SOUND_BONUS);
}
void PlayerEntity::collideMapRight()
{
colliding = 6;
}
void PlayerEntity::collideMapLeft()
{
colliding = 4;
}
void PlayerEntity::collideMapTop()
{
colliding = 8;
}
void PlayerEntity::collideMapBottom()
{
colliding = 2;
}
void PlayerEntity::useBossKey()
{
velocity.x = 0.0f;
velocity.y = 0.0f;
playerStatus = playerStatusUnlocking;
acquireDelay = UNLOCK_DELAY;
acquiredItem = (ItemEntity::enumItemType)(type - ItemEntity::itemMagicianHat);
SoundManager::getSoundManager()->playSound(SOUND_BONUS);
equip[EQUIP_BOSS_KEY] = false;
SpriteEntity* spriteItem = new SpriteEntity(
ImageManager::getImageManager()->getImage(IMAGE_ITEMS_EQUIP),
x, y - 60.0f, ITEM_WIDTH, ITEM_HEIGHT);
spriteItem->setFrame(EQUIP_BOSS_KEY);
spriteItem->setZ(z);
spriteItem->setLifetime(UNLOCK_DELAY);
}
diff --git a/src/PlayerEntity.h b/src/PlayerEntity.h
index ccbdd5b..5734712 100644
--- a/src/PlayerEntity.h
+++ b/src/PlayerEntity.h
@@ -1,84 +1,84 @@
#ifndef PLAYERSPRITE_H
#define PLAYERSPRITE_H
#include "BaseCreatureEntity.h"
#include "ItemEntity.h"
#include "Constants.h"
class FairyEntity;
class PlayerEntity : public BaseCreatureEntity
{
public:
PlayerEntity(sf::Texture* image, float x, float y);
virtual void animate(float delay);
virtual void render(sf::RenderWindow* app);
void moveTo(float newX, float newY);
virtual void calculateBB();
void move(int direction);
void fire(int direction);
bool canFire();
bool isMoving();
bool isEquiped(int eq);
void setEntering();
bool canMove();
virtual void dying();
- virtual void hurt(int damages);
+ virtual bool hurt(int damages); // return true if hurted
bool isDead();
float getPercentFireDelay();
void acquireItem(ItemEntity::enumItemType type);
void loseItem(ItemEntity::enumItemType itemType, bool isEquip);
void acquireStance(ItemEntity::enumItemType type);
void useBossKey();
int getGold() {return gold; }
void pay(int price);
int getColliding();
enum playerStatusEnum
{
playerStatusPlaying,
playerStatusEntering,
playerStatusAcquire,
playerStatusUnlocking,
playerStatusDead
};
protected:
void computePlayer();
virtual void readCollidingEntity(CollidingSpriteEntity* entity);
void generateBolt(float velx, float vely);
virtual void collideMapRight();
virtual void collideMapLeft();
virtual void collideMapTop();
virtual void collideMapBottom();
private:
//int hp;
//int hpMax;
int fireDamages;
float fireVelocity;
float fireDelay;
float currentFireDelay;
float boltLifeTime;
int gold;
// float hurtingDelay;
// float currentHurtingDelay;
bool canFirePlayer;
//float playerSpeed;
playerStatusEnum playerStatus;
float acquireDelay;
ItemEntity::enumItemType acquiredItem;
bool equip[NUMBER_EQUIP_ITEMS];
int colliding;
FairyEntity* fairy;
};
#endif // PLAYERSPRITE_H
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