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75
enemy.cpp
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75
enemy.cpp
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#include "Enemy.h"
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Enemy::Enemy(glm::vec2 pos, glm::vec2 size)
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:Position(pos), Size(size)
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{
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ResourceManager::LoadTexture("art/hostiles/enemyAnim1.png", "idleAnim");
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this->Sprite = ResourceManager::GetTexture("idleAnim");
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}
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Enemy::~Enemy() {}
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void Enemy::drawEnemy(SpriteRenderer& renderer) {
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renderer.DrawSprite(this->Sprite, this->Position, this->spriteUVs, this->Size, 0.0f);
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}
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void Enemy::calcPos(float dt) {
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//walking
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if (this->hSpeed && this->hSpeed < maxRunningSpeed && this->hSpeed > -maxRunningSpeed) {
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this->state = WALK;
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}
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//running
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else if (this->hSpeed >= this->maxRunningSpeed || this->hSpeed <= -this->maxRunningSpeed) {
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this->state = RUN;
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}
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else { this->state = IDLE; }
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//vSpeed
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/*
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if (this->onGround) {
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this->vSpeed = 0.0f;
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this->onGround = 0;
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}
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else if (!this->onGround && this->vSpeed <= maxGravity) {
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//this->vSpeed += gravity * dt; this->state = JUMP;
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this->vSpeed = 0.0f;
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}*/
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//else { this->vSpeed = maxGravity; this->state = JUMP; }
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this->Position += glm::vec2(this->hSpeed, this->vSpeed) * dt;
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this->EnemyBody.min = c2V(this->Position.x + 50.0, this->Position.y + 50.0);
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this->EnemyBody.max = c2V(this->Position.x - 50.0 + this->Size.x, this->Position.y + this->Size.y);
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}
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void Enemy::animSprite(float dt) {
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switch (state) {
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case IDLE:
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this->numTiles = 8;
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this->animSpeed = 12.0f;
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this->index = 16;
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break;
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case WALK:
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this->numTiles = 4;
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this->animSpeed = 12.0f;
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this->index = 0;
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break;
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case RUN:
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this->numTiles = 16;
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this->animSpeed = 12.0f;
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this->index = 4;
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break;
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case JUMP:
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this->numTiles = 4;
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this->animSpeed = 12.0f;
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this->index = 8;
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break;
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}
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this->animTime += animSpeed * dt;
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this->index += (int)this->animTime % this->numTiles;
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this->spriteUVs = this->spriteSheet->getUVs(this->index);
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if (this->direction == -1) {
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float z = this->spriteUVs.z;
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this->spriteUVs.z = this->spriteUVs.x;
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this->spriteUVs.x = z;
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}
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}
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