#include "Monster.h" extern std::mapANIMATION_DATA; extern std::mapMONSTER_DATA; extern std::vectorMONSTER_LIST; MonsterData::MonsterData(){} MonsterData::MonsterData(MonsterName type,int hp,int atk,std::vectoranimations,float moveSpd,float size,MonsterStrategy strategy): type(type),hp(hp),atk(atk),moveSpd(moveSpd),size(size),strategy(strategy),animations(animations){ } int MonsterData::GetHealth(){ return hp; } int MonsterData::GetAttack(){ return atk; } float MonsterData::GetMoveSpdMult(){ return moveSpd; } float MonsterData::GetSizeMult(){ return size; } MonsterName MonsterData::GetType(){ return type; } MonsterStrategy MonsterData::GetAIStrategy(){ return strategy; } Monster::Monster(){} Monster::Monster(vf2d pos,MonsterData data): pos(pos),hp(data.GetHealth()),maxhp(data.GetHealth()),atk(data.GetAttack()),moveSpd(data.GetMoveSpdMult()),size(data.GetSizeMult()),strategy(data.GetAIStrategy()),type(data.GetType()){ bool firstAnimation=true; for(AnimationState&anim:data.GetAnimations()){ animation.AddState(anim,ANIMATION_DATA[anim]); if(firstAnimation){ animation.ChangeState(internal_animState,anim); firstAnimation=false; } } randomFrameOffset=(rand()%1000)/1000.f; } vf2d&Monster::GetPos(){ return pos; } int Monster::GetHealth(){ return hp; } int Monster::GetAttack(){ return atk; } float Monster::GetMoveSpdMult(){ return moveSpd; } float Monster::GetSizeMult(){ return size; } Animate2D::Frame Monster::GetFrame(){ return animation.GetFrame(internal_animState); } void Monster::UpdateAnimation(AnimationState state){ animation.ChangeState(internal_animState,state); } bool Monster::Update(float fElapsedTime){ switch(strategy){ RUN_TOWARDS:{ }break; SHOOT_AFAR:{ }break; } if(hp<=0){ deathTimer+=fElapsedTime; if(deathTimer>3){ return false; } } animation.UpdateState(internal_animState,randomFrameOffset+fElapsedTime); randomFrameOffset=0; return true; } AnimationState Monster::GetDeathAnimationName(){ switch(type){ case SLIME_GREEN:{ return AnimationState::GREEN_SLIME_DIE; } case SLIME_BLUE:{ return AnimationState::BLUE_SLIME_DIE; } case SLIME_RED:{ return AnimationState::RED_SLIME_DIE; } default:{ return AnimationState::IDLE_S; } } } void Monster::Hurt(int damage){ hp=std::max(0,hp-damage); if(hp<=0){ animation.ChangeState(internal_animState,GetDeathAnimationName()); } } MonsterSpawner::MonsterSpawner(){} MonsterSpawner::MonsterSpawner(vf2d pos,int range,std::vector>monsters): pos(pos),range(range),monsters(monsters){ } bool MonsterSpawner::SpawnTriggered(){ return triggered; } int MonsterSpawner::GetRange(){ return range; } vf2d MonsterSpawner::GetPos(){ return pos; } void MonsterSpawner::SetTriggered(bool trigger,bool spawnMonsters){ triggered=trigger; if(spawnMonsters){ for(std::pair&monsterInfo:monsters){ MONSTER_LIST.push_back(Monster(pos+monsterInfo.second,MONSTER_DATA[monsterInfo.first])); } } }