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Skeleton.hpp
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284 lines (241 loc) · 8.88 KB
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#ifndef __SKELETON_HPP__
#define __SKELETON_HPP__
#include <iostream>
#include <SFML/Graphics.hpp>
#include "Mob.hpp"
#include "Tile.hpp"
class Skeleton : public Mob {
public:
// Konstruktor
Skeleton(bool flip) : Mob(flip, sf::RectangleShape(sf::Vector2f(40, 100)), 50) {
this->texture.loadFromFile("images/mobs/skeleton.png");
this->sprite.setTexture(this->texture);
this->sprite.setScale(sf::Vector2f(2.0, 2.0));
this->animationFrame = 0;
this->animationSleep = 0;
this->action = 1;
this->attackingCooldown = 50;
this->attacking = false;
this->takeHit = false;
this->alive = true;
this->dy = 0;
this->attackingArea = sf::RectangleShape(sf::Vector2f(120, 100));
this->attackingArea.setFillColor(sf::Color(255, 0, 0, 150));
}
// Mozgás
void move(std::vector<Tile> &tiles) {
this->hitbox.setPosition(this->x, this->y);
this->sprite.setPosition(this->x - 130, this->y - 102);
this->attackingArea.setPosition(this->x - 40, this->y);
dy += 0.4;
y += dy;
// Platformer Fizika
for (int i = 0; i < tiles.size(); i++) {
if (hitbox.getGlobalBounds().intersects(tiles[i].getGlobalBounds())) {
sf::FloatRect intersection;
hitbox.getGlobalBounds().intersects(tiles[i].getGlobalBounds(), intersection);
if (intersection.width > intersection.height) {
if (y < tiles[i].getPosition().y) {
dy = 0;
y = tiles[i].getPosition().y - this->hitbox.getSize().y + 1;
} else {
dy = 0;
y = tiles[i].getPosition().y + tiles[i].getSize().y + 1;
}
} else {
if (y > tiles[i].getPosition().y - this->hitbox.getSize().y + 1) {
if (x < tiles[i].getPosition().x) {
if (attackingCooldown == 0) {
flip = true;
}
} else {
if (attackingCooldown == 0) {
flip = false;
}
}
}
}
}
}
// Jobbra ballra mozgás és ütés
if (alive) {
if (!attacking && attackingCooldown < 1 && !takeHit) {
if (flip) {
x -= 3;
} else {
x += 3;
}
// Ütés
}
}
// Fejlesztői ezközök
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
this->flip = true;
} else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
this->flip = false;
} else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Delete)) {
kill();
} else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) {
startAttack();
} else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) {
damage(10);
}
}
// Animáció
void update() {
if (attackingCooldown > 0) {
attackingCooldown--;
}
// A cselekvések kezelése
if (alive) {
if (attacking) {
action = 2;
}
if (attackingCooldown > 0 && !attacking) {
action = 0;
}
if (!attacking && attackingCooldown < 1 && !takeHit) {
action = 1;
}
if (takeHit) {
action = 3;
attacking = false;
}
if (this->health < 1) {
animationFrame = 0;
animationSleep = 0;
alive = false;
}
} else {
action = 4;
attacking = false;
}
// Animációk kezelése
switch (action) {
case 0:
animationSleep++;
if (animationSleep > 5) {
animationSleep = 0;
animationFrame++;
if (animationFrame > 3) {
animationFrame = 0;
}
}
break;
case 1:
animationSleep++;
if (animationSleep > 5) {
animationSleep = 0;
animationFrame++;
if (animationFrame > 3) {
animationFrame = 0;
}
}
break;
case 2:
animationSleep++;
if (animationSleep > 5) {
animationSleep = 0;
if (animationFrame == 6) {
attack();
}
animationFrame++;
if (animationFrame > 7) {
animationFrame = 0;
action = 0;
attacking = false;
}
}
break;
case 3:
animationSleep++;
if (animationSleep > 5) {
animationSleep = 0;
animationFrame++;
if (animationFrame > 3) {
animationFrame = 0;
action = 0;
takeHit = false;
}
}
break;
case 4:
if (animationFrame < 3) {
animationSleep++;
if (animationSleep > 3) {
animationSleep = 0;
animationFrame++;
}
}
break;
}
// A sprite forgatása és a frame kivágása
if (!flip) {
sprite.setTextureRect(sf::IntRect(animationFrame * 150, action * 150, 150, 150));
} else {
sprite.setTextureRect(sf::IntRect(animationFrame * 150 + 150, action * 150, -150, 150));
}
}
// Kirajzolás
void draw(sf::RenderTarget& target, sf::RenderStates states) const override {
target.draw(this->attackingArea, states);
target.draw(this->hitbox, states);
target.draw(this->sprite, states);
}
// Sebzés a külső felhasználóknak
void damage(int damage) {
if (alive && !takeHit) {
this->takeHit = true;
this->animationFrame = 0;
this->animationSleep = 0;
this->health -= damage;
}
}
// A mob kivégzése a felhasználó számára
void kill() {
if (alive) {
this->animationFrame = 0;
this->animationSleep = 0;
this->alive = false;
}
}
private:
// Itteni változók
int animationFrame;
int animationSleep;
int action;
int attackingCooldown;
bool alive;
bool defaultFlip;
bool attacking;
bool takeHit;
float dy;
sf::RectangleShape attackingArea;
// Mob Változók
// int x, y;
// int health;
// sf::RectangleShape hitbox;
// sf::Texture texture;
// sf::Sprite sprite;
// Az ütés kezdete
void startAttack() {
if (!attacking && alive && attackingCooldown < 1 && !takeHit) {
attackingCooldown = 100;
attacking = true;
animationFrame = 0;
animationSleep = 0;
}
}
// Az ütés
void attack() {
sf::RectangleShape attackingRect(sf::Vector2f(120, this->hitbox.getSize().y));
attackingRect.setFillColor(sf::Color::Green);
if (flip) {
attackingRect.setPosition(this->x - attackingRect.getSize().x, this->y);
} else {
attackingRect.setPosition(this->x + hitbox.getSize().x, this->y);
}
// Érintkezés
}
};
#endif // __SKELETON_HPP__