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enemy.h
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340 lines (290 loc) · 9.72 KB
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#include "splashkit.h"
#include "behaviour.h"
#include <memory>
#pragma once
class Enemy
{
protected:
sprite enemy_sprite;
point_2d position;
rectangle hitbox;
bool is_dead;
int hp;
bool is_vulnerable = true;
bool is_boss = false;
std::shared_ptr<Behaviour> ai;
vector<std::shared_ptr<Player>> level_players;
public:
Enemy(sprite enemy_sprite, point_2d position, vector<std::shared_ptr<Player>> level_players)
{
this->is_dead = false;
this->hp = 0; // HP is essentially 0-indexed, and most units spawn at 0 HP
this->enemy_sprite = enemy_sprite;
this->position = position;
this->level_players = level_players;
sprite_set_position(enemy_sprite, this->position);
make_hitbox();
};
~Enemy(){};
virtual void update()
{
if(!is_dead)
{
if(rect_on_screen(hitbox))
{
ai->update();
draw_sprite(enemy_sprite);
if(sprite_animation_has_ended(enemy_sprite))
sprite_replay_animation(enemy_sprite);
update_sprite(enemy_sprite);
update_hitbox();
}
}
};
virtual void make_hitbox()
{
rectangle hitbox;
hitbox.x = this->position.x;
hitbox.y = this->position.y + 10;
hitbox.height = sprite_height(this->enemy_sprite) - 10;
hitbox.width = sprite_width(this->enemy_sprite);
this->hitbox = hitbox;
};
virtual void update_hitbox()
{
point_2d current_position = sprite_position(this->enemy_sprite);
this->hitbox.x = current_position.x;
this->hitbox.y = current_position.y + 10;
};
rectangle get_enemy_hitbox()
{
return this->hitbox;
};
std::shared_ptr<Behaviour> get_ai()
{
return this->ai;
};
sprite get_enemy_sprite()
{
return this->enemy_sprite;
};
void set_dead(bool new_value)
{
this->is_dead = new_value;
};
bool get_dead()
{
return this->is_dead;
};
void set_vulnerable(bool new_value)
{
this->is_vulnerable = new_value;
};
bool get_vulnerable()
{
return this->is_vulnerable;
};
bool get_is_boss()
{
return this->is_boss;
};
// Returns current enemy hp.
int get_hp()
{
return this->hp;
};
// Decrements enemy hp.
void take_damage(int decrement)
{
this->hp -= decrement;
};
string get_state_type()
{
return this->ai->get_state_type();
};
string test_collision(rectangle one)
{
string collision = "None";
double dx = (one.x + one.width/2) - (this->hitbox.x + this->hitbox.width/2);
double dy = (one.y + one.height/2) - (this->hitbox.y + this->hitbox.height/2);
double width = (one.width + this->hitbox.width)/2;
double height = (one.height + this->hitbox.height)/2;
double crossWidth = width * dy;
double crossHeight = height * dx;
if(abs(dx) <= width && abs(dy) <= height)
{
if(crossWidth>=crossHeight)
{
if(crossWidth > (-crossHeight))
collision = "Bottom";
else
collision = "Left";
}
else
{
//Bias so player has a better chance of hitting them while above
if(crossWidth - 200 > -(crossHeight))
collision = "Right";
else
collision = "Top";
}
}
return collision;
};
};
class Roach : public Enemy
{
public:
Roach(sprite enemy_sprite, point_2d position, vector<std::shared_ptr<Player>> level_players) : Enemy (enemy_sprite, position, level_players)
{
std::shared_ptr<Behaviour> ai(new RoachBehaviour(enemy_sprite));
this->ai = ai;
point_2d pos = this->position;
pos.y = pos.y + 32;
sprite_set_position(enemy_sprite, pos);
make_hitbox();
};
~Roach(){};
};
class Blob : public Enemy
{
public:
Blob(sprite enemy_sprite, point_2d position, vector<std::shared_ptr<Player>> level_players) : Enemy (enemy_sprite, position, level_players)
{
std::shared_ptr<Behaviour> ai(new BlobBehaviour(enemy_sprite, level_players));
this->ai = ai;
this->hp = 2; // Since HP is effectively 0-indexed, Blob effectively has 3 hit points.
point_2d pos = this->position;
sprite_set_position(enemy_sprite, pos);
make_hitbox();
};
~Blob(){};
};
class Snake : public Enemy
{
public:
Snake(sprite enemy_sprite, point_2d position, vector<std::shared_ptr<Player>> level_players) : Enemy (enemy_sprite, position, level_players)
{
std::shared_ptr<Behaviour> ai(new SnakeBehaviour(enemy_sprite, level_players));
this->ai = ai;
point_2d pos = this->position;
//pos.y = pos.y + 32;
sprite_set_position(enemy_sprite, pos);
make_hitbox();
};
~Snake(){};
};
class Rat : public Enemy
{
public:
Rat(sprite enemy_sprite, point_2d position, vector<std::shared_ptr<Player>> level_players) : Enemy (enemy_sprite, position, level_players)
{
std::shared_ptr<Behaviour> ai(new RatBehaviour(enemy_sprite, level_players));
this->ai = ai;
point_2d pos = this->position;
pos.y = pos.y + 32;
sprite_set_position(enemy_sprite, pos);
make_hitbox();
};
~Rat(){};
};
class WaterRat : public Enemy
{
private:
bool is_dying = false;
public:
WaterRat(sprite enemy_sprite, point_2d position, vector<std::shared_ptr<Player>> level_players) : Enemy (enemy_sprite, position, level_players)
{
std::shared_ptr<Behaviour> ai(new WaterRatBehaviour(enemy_sprite, level_players));
this->ai = ai;
this->hp = 5; // Since HP is effectively 0-indexed, WaterRat effectively has 6 hit points.
this->is_boss = true;
this->is_vulnerable = false;
point_2d pos = this->position;
sprite_set_position(enemy_sprite, pos);
make_hitbox();
};
~WaterRat(){};
void update_hitbox()
{
point_2d current_position = sprite_position(this->enemy_sprite);
this->hitbox.x = current_position.x;
this->hitbox.y = current_position.y;
if(this->ai->get_state_type() == "Move" || this->ai->get_state_type() == "MoveBackwards" || this->ai->get_state_type() == "Idle" || this->ai->get_state_type() == "Dying")
{
this->is_vulnerable = true;
this->hitbox.height = sprite_height(enemy_sprite)/2 + 3;
this->hitbox.y += sprite_height(enemy_sprite)/2 - 3;
}
else
{
this->is_vulnerable = false;
this->hitbox.height = sprite_height(this->enemy_sprite);
}
check_health();
};
void update()
{
ai->update();
draw_sprite(enemy_sprite);
if(sprite_animation_has_ended(enemy_sprite))
sprite_replay_animation(enemy_sprite);
update_sprite(enemy_sprite);
update_hitbox();
};
void check_health()
{
if(hp < 1)
{
is_dying = true;
hp = 99;
}
if(is_dying)
{
this->ai->set_state(0);
is_dying = false;
is_dead = true;
}
};
};
class Fly : public Enemy
{
public:
Fly(sprite enemy_sprite, point_2d position, vector<std::shared_ptr<Player>> level_players, string type) : Enemy (enemy_sprite, position, level_players)
{
std::shared_ptr<Behaviour> ai(new FlyBehaviour(enemy_sprite, type));
this->ai = ai;
point_2d pos = this->position;
sprite_set_position(enemy_sprite, pos);
make_hitbox();
};
~Fly(){};
void make_hitbox()
{
rectangle hitbox;
hitbox.x = this->position.x;
hitbox.y = this->position.y;
hitbox.height = sprite_height(this->enemy_sprite);
hitbox.width = sprite_width(this->enemy_sprite);
this->hitbox = hitbox;
};
void update_hitbox()
{
point_2d current_position = sprite_position(this->enemy_sprite);
this->hitbox.x = current_position.x;
this->hitbox.y = current_position.y;
};
};
class Tentacle : public Enemy
{
public:
Tentacle(sprite enemy_sprite, point_2d position, vector<std::shared_ptr<Player>> level_players) : Enemy (enemy_sprite, position, level_players)
{
std::shared_ptr<Behaviour> ai(new TentacleBehaviour(enemy_sprite, level_players));
this->ai = ai;
point_2d pos = this->position;
sprite_set_position(enemy_sprite, pos);
make_hitbox();
};
~Tentacle(){};
};