void SausageEntity::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()) dying();

      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);
        }
      }
    }
  }
}
Example #2
0
void SnakeEntity::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())
      {
        int meleeLevel = 0;
        if (snakeType == SnakeTypeBlood)
        {
          if (rand() % 3 == 0)
          {
            meleeType = ShotTypePoison;
            meleeDamages = 4;
            meleeLevel = 1;
          }
          else
          {
            meleeType = ShotTypeStandard;
            meleeDamages = 8;
          }
        }
        if (playerEntity->hurt(getHurtParams(meleeDamages, meleeType, meleeLevel, false, SourceTypeMelee, enemyType, false)))
        {
          float xs = (x + playerEntity->getX()) / 2;
          float ys = (y + playerEntity->getY()) / 2;
          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);
        }
        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_COUNT)
      {
        if (this != entity)
        {
          EnemyEntity* enemyEntity = static_cast<EnemyEntity*>(entity);
          if (enemyEntity->canCollide()) collideWithEnemy(enemyEntity);
        }
      }
    }
  }
}
Example #3
0
void SpiderWebEntity::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 (!isFromPlayer && playerEntity != NULL && !playerEntity->isDead())
      {
        if (!playerEntity->isSpecialStateActive(SpecialStateSlow))
        {
          playerEntity->setSpecialState(SpecialStateSlow, true, 0.1f, 0.33f, 0.0f);
          // TODO
          hurt(getHurtParams(2, ShotTypeStandard, 0, false, SourceTypeMelee, EnemyTypeNone, false));
        }
      }

      else if (!isFromPlayer && boltEntity != NULL && !boltEntity->getDying() && boltEntity->getAge() > 0.05f)
      {
        EnemyEntity::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);
        }
      }
    }
  }
}