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diff --git a/src/BlackRatEntity.cpp b/src/BlackRatEntity.cpp
index 9b1201e..7c7dad2 100644
--- a/src/BlackRatEntity.cpp
+++ b/src/BlackRatEntity.cpp
@@ -1,271 +1,301 @@
#include "BlackRatEntity.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 "WitchBlastGame.h"
BlackRatEntity::BlackRatEntity(float x, float y, ratBlackTypeEnum ratType)
: EnemyEntity (ImageManager::getInstance().getImage(IMAGE_RAT), x, y),
currentTile(0, 0),
targetTile(0, 0)
{
this->ratType = ratType;
imagesProLine = 10;
if (ratType == RatBlackTypeNormal)
{
frame = 21;
dyingFrame = 29;
deathFrame = FRAME_CORPSE_BLACK_RAT;
enemyType = EnemyTypeRatBlack;
hp = BLACK_RAT_HP;
creatureSpeed = BLACK_RAT_SPEED;
}
else //(ratType == RatBlackTypeHelmet)
{
frame = 41;
dyingFrame = 49;
deathFrame = FRAME_CORPSE_BLACK_RAT_HELMET;
enemyType = EnemyTypeRatBlackHelmet;
hp = BLACK_RAT_HP_HELMET;
creatureSpeed = BLACK_RAT_SPEED_HELMET;
}
meleeDamages = BLACK_RAT_DAMAGES;
bloodColor = BloodRed;
shadowFrame = -1;
agonizingSound = SOUND_RAT_DYING;
currentDirection = 0;
sprite.setOrigin(32.0f, 38.0f);
findNextGoal();
}
void BlackRatEntity::animate(float delay)
{
if (age > 0.0f && !isAgonising)
{
// goal reached ?
if (currentDirection == 6 && x > (targetTile.x * TILE_WIDTH + TILE_WIDTH / 2) ) findNextGoal();
else if (currentDirection == 4 && x < (targetTile.x * TILE_WIDTH + TILE_WIDTH / 2) ) findNextGoal();
else if (currentDirection == 2 && y > (targetTile.y * TILE_HEIGHT + TILE_HEIGHT / 2 - 5) ) findNextGoal();
else if (currentDirection == 8 && y < (targetTile.y * TILE_HEIGHT + TILE_HEIGHT / 2 - 5) ) findNextGoal();
frame = ((int)(age * 5.0f)) % 4;
if (frame == 3) frame = 1;
if (facingDirection == 4 || facingDirection == 6) frame += 3;
isMirroring = (facingDirection == 6 );
if (facingDirection == 8) frame += 6;
if (ratType == RatBlackTypeHelmet) frame += 40;
else frame += 20;
}
EnemyEntity::animate(delay);
z = y + 17;
}
void BlackRatEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2 + RAT_BB_LEFT;
boundingBox.width = width - RAT_BB_WIDTH_DIFF;
boundingBox.top = (int)y - 13;
boundingBox.height = 31;
}
void BlackRatEntity::collideMapRight()
{
if (recoil.active) recoil.active = false;
findNextGoal();
}
void BlackRatEntity::collideMapLeft()
{
if (recoil.active) recoil.active = false;
findNextGoal();
}
void BlackRatEntity::collideMapTop()
{
if (recoil.active) recoil.active = false;
findNextGoal();
}
void BlackRatEntity::collideMapBottom()
{
if (recoil.active) recoil.active = false;
findNextGoal();
}
void BlackRatEntity::collideWithEnemy(EnemyEntity* entity)
{
if (entity->getMovingStyle() == movWalking)
{
if (currentDirection == 6 && entity->getX() > x)
{
currentDirection = 4;
targetTile = IntCoord(currentTile.x - 1, currentTile.y);
}
else if (currentDirection == 4 && entity->getX() < x)
{
currentDirection = 6;
targetTile = IntCoord(currentTile.x + 1, currentTile.y);
}
else if (currentDirection == 8 && entity->getY() < y)
{
currentDirection = 2;
targetTile = IntCoord(currentTile.x, currentTile.y + 1);
}
else if (currentDirection == 2 && entity->getY() > y)
{
currentDirection = 8;
targetTile = IntCoord(currentTile.x, currentTile.y - 1);
}
switch (currentDirection)
{
case 4: velocity.x = - creatureSpeed; velocity.y = 0.0f; break;
case 6: velocity.x = + creatureSpeed; velocity.y = 0.0f; break;
case 2: velocity.y = + creatureSpeed; velocity.x = 0.0f; break;
case 8: velocity.y = - creatureSpeed; velocity.x = 0.0f; break;
default: break;
}
facingDirection = currentDirection;
}
}
void BlackRatEntity::findNextGoal()
{
currentTile = getCurrentTile();
DungeonMap* dMap = game().getCurrentMap();
int backDirection = 0;
+ int oldDirection = currentDirection;
+
switch (currentDirection)
{
case 4: backDirection = 6; break;
case 6: backDirection = 4; break;
case 2: backDirection = 8; break;
case 8: backDirection = 2; break;
default: break;
}
bool ok = false;
{
int r = 0;
while (!ok)
{
r++;
if (r == 150) // watchdog
ok = true;
else if (r == 40)
{
backDirection = 5;
}
int newDir = rand() % 4;
if (newDir == 0)
{
if (backDirection != 4 && currentTile.x > 1 && (currentTile.y % 2 != 0) && dMap->isWalkable(currentTile.x - 1, currentTile.y))
{
currentDirection = 4;
targetTile = IntCoord(currentTile.x - 1, currentTile.y);
ok = true;
}
}
else if (newDir == 1)
{
if (backDirection != 6 && currentTile.x < MAP_WIDTH - 2 && (currentTile.y % 2 != 0) && dMap->isWalkable(currentTile.x + 1, currentTile.y))
{
currentDirection = 6;
targetTile = IntCoord(currentTile.x + 1, currentTile.y);
ok = true;
}
}
else if (newDir == 2)
{
if (backDirection != 8 && currentTile.y > 1 && (currentTile.x % 2 != 0) && dMap->isWalkable(currentTile.x, currentTile.y - 1))
{
currentDirection = 8;
targetTile = IntCoord(currentTile.x, currentTile.y - 1);
ok = true;
}
}
else
{
if (backDirection != 2 && currentTile.y < MAP_HEIGHT - 2 && (currentTile.x % 2 != 0) && dMap->isWalkable(currentTile.x, currentTile.y + 1))
{
currentDirection = 2;
targetTile = IntCoord(currentTile.x, currentTile.y + 1);
ok = true;
}
}
}
}
+ float accelerationAbs = (enemyType == EnemyTypeRatBlackHelmet) ? (creatureSpeed / 8) : (creatureSpeed / 16);
+
switch (currentDirection)
{
- case 4: velocity.x = - creatureSpeed; velocity.y = 0.0f; break;
- case 6: velocity.x = + creatureSpeed; velocity.y = 0.0f; break;
- case 2: velocity.y = + creatureSpeed; velocity.x = 0.0f; break;
- case 8: velocity.y = - creatureSpeed; velocity.x = 0.0f; break;
+ case 4:
+ velocity.x = -creatureSpeed;
+ velocity.y = 0.0f;
+ acceleration.x = -accelerationAbs;
+ acceleration.y = 0.0f;
+ break;
+ case 6:
+ velocity.x = creatureSpeed;
+ velocity.y = 0.0f;
+ acceleration.x = accelerationAbs;
+ acceleration.y = 0;
+ break;
+ case 2:
+ velocity.y = creatureSpeed;
+ velocity.x = 0.0f;
+ acceleration.y = accelerationAbs;
+ acceleration.x = 0.0f;
+ break;
+ case 8:
+ velocity.y = -creatureSpeed;
+ velocity.x = 0.0f;
+ acceleration.y = -accelerationAbs;
+ acceleration.x = 0.0f;
+ break;
default: break;
}
+ if (oldDirection != currentDirection)
+ {
+ velocity = Vector2D {0, 0};
+ doesAccelerate = true;
+ }
+
facingDirection = currentDirection;
}
void BlackRatEntity::collideWithBolt(BoltEntity* boltEntity)
{
if (ratType == RatBlackTypeHelmet && boltEntity->getBoltType() != ShotTypeIllusion)
{
int collisionDir = getCollisionDirection(boltEntity);
bool boltCollide = true;
switch (facingDirection)
{
case 4:
if (collisionDir == 7 || collisionDir == 4 || collisionDir == 1) boltCollide = false;
break;
case 2:
if (collisionDir == 1 || collisionDir == 2 || collisionDir == 3) boltCollide = false;
break;
case 6:
if (collisionDir == 9 || collisionDir == 6 || collisionDir == 3) boltCollide = false;
break;
case 8:
if (collisionDir == 7 || collisionDir == 8 || collisionDir == 9) boltCollide = false;
break;
}
if (boltCollide) EnemyEntity::collideWithBolt(boltEntity);
else
{
float xs = (x + boltEntity->getX()) / 2;
float ys = (y + boltEntity->getY()) / 2;
boltEntity->collide();
SpriteEntity* star = new SpriteEntity(ImageManager::getInstance().getImage(IMAGE_HURT_IMPACT), xs, ys);
star->setFading(true);
star->setZ(y+ 100);
star->setLifetime(0.7f);
star->setType(ENTITY_EFFECT);
star->setSpin(400.0f);
SoundManager::getInstance().playSound(SOUND_CLANG_00);
boltEntity->loseDamages(boltEntity->getDamages());
if (boltEntity->getBoltType() == ShotTypeStone)
{
float factor = (boltEntity->isFromPlayer() && game().getPlayer()->isEquiped(EQUIP_RAPID_SHOT)) ? 0.25f : 1.0f;
float recoilVelocity = factor * STONE_DECOIL_VELOCITY[boltEntity->getLevel()];
float recoilDelay = factor * STONE_DECOIL_DELAY[boltEntity->getLevel()];
Vector2D recoilVector = Vector2D(0, 0).vectorTo(boltEntity->getVelocity(),
recoilVelocity );
giveRecoil(true, recoilVector, recoilDelay);
}
}
}
else EnemyEntity::collideWithBolt(boltEntity);
}
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