Example #1
0
void Entity::Cleanup()
{
	if(hasCollider())
	{
		delete collider;
		collider = nullptr;
	}
}
void GameObject::setPosition(sf::Vector2f& _pos)
{
	m_pos = _pos;

	if (hasSprite())
		m_sprite->setPosition(m_pos);

	if ( hasCollider())
		m_collider->m_pos = m_pos;
}
Example #3
0
void WoodEnemyObject::OnCollision(Entity* collision_entity, Type enemy_type, Vector2 offset, Alignment enemy_alignment)
{
	if(enemy_alignment == FRIENDBULLET)
	{
		if(enemy_type == WATER)
		{
			hitpoints--;
		}
		else if(enemy_type == FIRE)
		{
			hitpoints -= 3;
			can_collide = false;
		
			if(collision_entity->getDirection().x == 1 && current_animations_name != HITLEFT)
				SetCurrentAnimation(HITLEFT);
			else if(collision_entity->getDirection().x == -1 && current_animations_name != HITRIGHT)
				SetCurrentAnimation(HITRIGHT);
		}
		else if(enemy_type == WOOD)
		{
			hitpoints -= 2;
		}
	}
	else
	{

	}

	//Death
	if(hitpoints <= 0)
	{
		if(hasCollider())
		{
			delete collider;
			collider = nullptr;
		}
		dead = true;
		if(current_animations_name != DEATHLEFT)
			SetCurrentAnimation(DEATHLEFT);

		current_animation->getSprite()->setPosition(position.x, position.y);
	}
}
GameObject::~GameObject()
{
	
	if (m_collider != nullptr)
	{
		if (hasCollider())
		{
			delete m_collider;
			m_collider = nullptr;
		}
	}
	
	if (m_sprite != nullptr)
	{
		if (hasSprite())
		{
			delete m_sprite;
			m_sprite = nullptr;
		}
	}

	//std::cout << "  ~GameObject\n";
}
Example #5
0
void WoodEnemyObject::Update(float deltatime)
{
	//Firstly update the animation
	current_animation->Update(deltatime);

	//Secondly update the sprites position if there is a collider
	if(hasCollider())
	{
		current_animation->getSprite()->setPosition(position.x, position.y);

		collider->position.x = position.x + entity_offset_x;
		collider->position.y = position.y + entity_offset_y;
	}

	if(!dead)
	{
		if(!can_collide)
		{
			collision_refresh_timer += deltatime;
			//can collide again
			if(collision_refresh_timer > knockback_time)
			{
				can_collide = true;
				collision_refresh_timer = 0.0f;
			}
		}
		else
		{
			//Attacking
			if(created_projectile)
			{
				shooting_delay += deltatime;
				if(current_animation->GetCurrentFrame() == 4 && direction.x == 1)
				{
					float extension = 0.0f;
					extension = collider->extension.x;
					collider->position.x = (position.x + extension) + extension;
				}
					
				else if(current_animation->GetCurrentFrame() == 4 && direction.x == -1)
				{
					if(direction.x == -1)
						collider->position.x = collider->position.x - collider->extension.x;
					else if(direction.x == 1)
						collider->position.x = collider->position.x + collider->extension.x;
				}
					
			}

			Attack();

			if(shooting_delay > current_animation->GetNumberOfFrames() * current_animation->GetFrameDuration())
			{
				shooting_delay = 0.001f;
				created_projectile = false;
			}
			//end of attacking

			//Movement
			if(!created_projectile)
				Movement(deltatime);
		}
	}
	else
	{
		death_animation_time += deltatime;
		if(death_animation_time > current_animation->GetNumberOfFrames() * current_animation->GetFrameDuration())
		{
			flagged_for_death = true;
		}
		//drop lost soul delay
		if(dropped_lostsoul == true)
		{
			lostsouldrop_delay += deltatime;
		}

		if(lostsouldrop_delay == 0.001f && !dropped_lostsoul && random_number<=2)
		{
			drop_lostsoul = true;
			dropped_lostsoul = true;
		}
		else
		{
			drop_lostsoul = false;
		}

		if(lostsouldrop_delay > lostsoulgoahead_delay)
		{
			lostsouldrop_delay = 0.001f;
			dropped_lostsoul = false;
		}
	}

	if(hasCollider())
	{
		//Change the position of the hitbox
		hitbox.setPosition(collider->position.x, collider->position.y);
	}
	
}
Example #6
0
void PlayerObject::Update(float deltatime)
{
	changed_element = false;

	destroy_fire = 0;
	destroy_water = 0;
	destroy_wood = 0;
	add_fire = 0;
	add_water = 0;
	add_wood = 0;
	add_element = false;

	current_animation->Update(deltatime);

	add_element = false;

	if(!dead)
	{
		//collision timer
		if(!can_collide)
		{
			collision_refresh_timer += deltatime;
			
			position.x += deltatime * knockback_speed * collision_direction.x;
			position.y += deltatime * knockback_speed * collision_direction.y;

			//can collide again
			if(collision_refresh_timer > knockback_time)
			{
				can_collide = true;
				collision_refresh_timer = 0.0f;
			}
		}
		else
		{
			//Shooting
			if(created_projectile)
			{
				shooting_delay += deltatime;
			}
			if(shooting_delay == 0.001f || shooting_delay > 0.2)
			{
				//If you are not shooting, then you are able to move
				Movement(deltatime);
				//If you are not shooting, then you are able to use souls
				Souls();

				//Elemental swap
				if(sf::Keyboard::isKeyPressed(sf::Keyboard::R) && !element_changed && CanChangeElement())
				{
					element_changed = true;

					NextElement();
				}
				if(element_changed)
				{
					element_changed_delay += deltatime;
					if(element_changed_delay > 0.5f)
					{
						element_changed = false;
						element_changed_delay = 0.0f;
					}
				}
			}

			if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space) && !created_projectile)
			{
				create_projectile = true;
				created_projectile = true;
				if(direction.x == 1)
				{
					SetCurrentAnimation(ATTACKRIGHT);
				}
				else
				{
					SetCurrentAnimation(ATTACKLEFT);
				}

			}
			else
			{
				create_projectile = false;
			}

			if(shooting_delay > delay)
			{
				shooting_delay = 0.001f;
				created_projectile = false;
			}

			//end of shooting

			//timern till lost souls
			if(used_lost_souls)
			{
				lost_souls_counter += deltatime;
				if(lost_souls_counter > 0.3)
				{
					used_lost_souls = false;
					lost_souls_counter = 0.0f;
				}
			}
		}
	}

	//death
	else
	{
		if(collider != nullptr)
		{
			delete collider;
			collider = nullptr;
		}
		death_animation_time += deltatime;
		if(death_animation_time > current_animation->GetNumberOfFrames() * current_animation->GetFrameDuration())
		{
			flagged_for_death = true;
		}
	}

	//Lastly update the collider and the sprites position
	if(hasCollider())
	{
		collider->position.x = position.x + entity_offset_x;
		collider->position.y = position.y + entity_offset_y;
		hitbox.setPosition(sf::Vector2f(collider->position.x, collider->position.y));
	}
	current_animation->getSprite()->setPosition(position.x, position.y);
}