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enemies.cpp
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#include "enemies.h"
std::vector<sf::Vector2f> Enemies::setEnemiesVelocity() {
sf::Vector2f enemyVelocity = {0, 0};
for (int i = 0; i < numEnemies; i++) {
enemiesVelocities.push_back(enemyVelocity);
}
return enemiesVelocities;
}
std::vector<int> Enemies::setEnemiesHealth() {
int enemyHealth = 100;
for (int i = 0; i < numEnemies; i++) {
enemiesHealth.push_back(enemyHealth);
}
return enemiesHealth;
}
std::vector<bool> Enemies::setEnemiesHitStatus() {
bool hit = false;
for (int i = 0; i < enemies.size(); i++) {
hitStatus.push_back(hit);
}
return hitStatus;
}
std::vector<bool> Enemies::setEnemiesMass() {
bool solid = false;
for (int i = 0; i < enemies.size(); i++) {
isEnemySolid.push_back(solid);
}
return isEnemySolid;
}
std::vector<bool> Enemies::isEnemyHittingThePlayer() {
bool hit = false;
for (int i = 0; i < enemies.size(); i++) {
isEnemyHittingPlayer.push_back(hit);
}
return isEnemyHittingPlayer;
}
std::vector<bool> Enemies::setEnemyComboable() {
bool combo = false;
for (int i = 0; i < enemies.size(); i++) {
isEnemyComboable.push_back(combo);
}
return isEnemyComboable;
}
std::vector<sf::Clock> Enemies::setEnemiesHitCooldown() {
sf::Clock timer;
for (int i = 0; i < enemies.size(); i++) {
sf::Clock timer;
hitCooldown.push_back(timer);
}
return hitCooldown;
}
std::vector<sf::Clock> Enemies::setPostHitInvincibility() {
sf::Clock timer;
for (int i = 0; i < enemies.size(); i++) {
sf::Clock timer;
postHitInvincibility.push_back(timer);
}
return postHitInvincibility;
}
std::vector<sf::Clock> Enemies::setEnemiesAnimationTimer() {
sf::Clock timer;
for (int i = 0; i < enemies.size(); i++) {
sf::Clock timer;
enemyAnimationTimer.push_back(timer);
}
return enemyAnimationTimer;
}
std::vector<sf::RectangleShape> Enemies::createEnemies() {
sf::RectangleShape enemy;
for (int i = 0; i < numEnemies; i++) {
enemy.setSize(sf::Vector2f(70, 180));
enemy.setFillColor(sf::Color::Red);
enemy.setPosition(-1000, 200);
enemies.push_back(enemy);
}
return enemies;
}
void Enemies::resetEnemiesPosition() {
for (auto& enemy : enemies) {
enemy.setPosition(-1000, 200);
}
}
void Enemies::restartEnemies() {
enemies.clear();
enemies = createEnemies();
resetEnemiesPosition();
enemiesVelocities.clear();
enemiesHealth.clear();
hitCooldown.clear();
hitStatus.clear();
isEnemySolid.clear();
enemiesVelocities = setEnemiesVelocity();
enemiesHealth = setEnemiesHealth();
hitStatus = setEnemiesHitStatus();
hitCooldown = setEnemiesHitCooldown();
isEnemySolid = setEnemiesMass();
}