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Enemy.h
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#pragma once
#include "FontPool.h"
#include"GameObject.h"
#include "Item.h"
#include "EXPUnit.h"
#include "hge.h"
#include "Bullet.h"
#include "RenderPool.h"
#include "MPUnit.h"
#ifndef ENEMY_H_
#define ENEMY_H_
class Bullet;
class Enemy : public GameObject
{
public:
Enemy(float x, float y, int enemytype, int innertype1 = -1) :GameObject(x, y, 0, 1, 0, 1)
{
HGE *hge = hgeCreate(HGE_VERSION);
type = enemytype;
skillcount = 0;
skillcount2 = 0;
skillcount3 = 0;
IsRage = false;
posobj = NULL;
flag = false;
if (SceneManager::GetSceneManager().GetCurrentMode() == WaveMode)
{
SetHP(10 + SceneManager::GetSceneManager().GetWave() * SceneManager::GetSceneManager().GetWave() * 2);
SetDEF(sqrt(SceneManager::GetSceneManager().GetWave()) + SceneManager::GetSceneManager().GetWave());
SetDMG(10+SceneManager::GetSceneManager().GetWave() * SceneManager::GetSceneManager().GetWave()*SceneManager::GetSceneManager().GetWave()*0.02 + SceneManager::GetSceneManager().GetWave());
SetCrit(Hero::GetHero().GetBossKills() * 2);
SetDodge(Hero::GetHero().GetBossKills() * 2);
minexp = (Hero::GetHero().GetBossKills() + 1) * 2;
}
if (SceneManager::GetSceneManager().GetCurrentMode() == MazeEvent)
{
SetHP(15 + SceneManager::GetSceneManager().GetWave() * 10);
SetDEF(sqrt(Hero::GetHero().GetLevel()) + SceneManager::GetSceneManager().GetWave());
SetDMG(10+SceneManager::GetSceneManager().GetWave());
SetCrit(SceneManager::GetSceneManager().GetWave() + 2);
SetDodge(SceneManager::GetSceneManager().GetWave() + 2);
minexp = (SceneManager::GetSceneManager().GetWave() + 5);
}
if (x < ACT_START_X || x > ACT_END_X || y > ACT_END_Y || y < ACT_START_Y)
SetDashToCenter();
switch (type)
{
case ENEMY:
collisionrange = 20;
SetSpeed(20);
score = 1;
break;
case SUPERSPEEDBALL:
collisionrange = 17;
SetSpeed(80);
SetDMG(GetDMG(false) / 2+1);
score = 2;
minexp += 1;
break;
case TRICKBALL:
collisionrange = 17;
SetSpeed(40);
SetHP(GetHP() / 2);
SetMaxHP(GetHP());
score = 5;
minexp += 2;
break;
case RINGBULLETBALL:
collisionrange = 0;
SetSpeed(50 +hge->Random_Int(100,200));
SetDMG(GetDMG(false)/2+20);
SetRot(hge->Random_Float(0, 6.28));
SetReachable(false);
score = 0;
minexp = 0;
break;
case STEALMANABALL:
collisionrange = 15;
SetSpeed(0);
score = 3;
minexp += 2;
case GUARDBALL:
SetSize(0.5);
collisionrange = 0;
SetSpeed(0);
SetHP(20*(Hero::GetHero().GetBossKills()+1));
SetDEF(SceneManager::GetSceneManager().GetWave() * 2);
SetDMG(0);
score = 3;
SetExp(0);
break;
}
if (innertype1 == -1)
{
if (hge->Random_Int(0, 100) < 10)
{
SetHP(GetHP()*(2+SceneManager::GetSceneManager().GetWave()));
int inn = 0;
switch (type)
{
case ENEMY:
inn = hge->Random_Int(RUNE_LANSER, RUNE_BOOMER);
switch (inn)
{
case RUNE_LANSER:
SetHP(GetHP()*0.8);
break;
case RUNE_DRAGOON:
SetHP(GetHP()*0.1);
SetSpeed(GetSpeed() * 4);
break;
case RUNE_TANK:
SetDMG(GetDMG()*0.25+1);
break;
case RUNE_BOOMER:
SetHP(GetHP()*0.5);
SetDMG(GetDMG() * 4);
break;
}
SetMaxHP(GetHP());
break;
case SUPERSPEEDBALL:
inn = hge->Random_Int(RUNE_SHOTGUN, RUNE_ROCKET);
break;
}
SetInnerType(inn);
}
}
if (type==SUPERSPEEDBALL)
skillcount = hge->Random_Int(80, 120);
if (type == TRICKBALL)
{
int inn = hge->Random_Int(RUNE_HEAL, RUNE_DEFUP);
SetHP(GetHP() * 5);
SetInnerType(inn);
skillcount2 = hge->Random_Int(200, 350);
}
MAX_speed = GetSpeed();
};
~Enemy();
//不允许有非纯虚函数了,有的话也访问不到。
virtual bool BulletBoomEffect()
{
if (type == ENEMY)
return true;
else
return false;
};
virtual void action();
virtual void born();
virtual void death();
virtual void Underattack(GameObject *obj)
{
HGE *hge = hgeCreate(HGE_VERSION);
switch (type)
{
case ENEMY:
SetSpeed(GetSpeed() + hge->Random_Float(10, 20));
break;
case SUPERSPEEDBALL:
break;
}
};
virtual int TellType(){ return type; };
virtual int GetCollisionRange(){ return collisionrange * GetSize(); };
virtual bool IsEnemy(){ return true; };
virtual bool IsBoss()
{
return false;
};
/*
void GoToAnotherObject(GameObject *obj, float dt,bool astar=false)
{
if (astar)
{
double angle = GetAngle(obj, true);
double speed = GetSpeed();
float x = GetX(), y = GetY();
if (GetX() >= obj->GetX() && GetY() > obj->GetY()){ x -= speed*dt*cos(angle + 1.57); y -= speed*dt*sin(angle + 1.57); }
if (GetX() < obj->GetX() && GetY() >= obj->GetY()){ x += speed*dt*sin(angle); y -= speed*dt*cos(angle); }
if (GetX() > obj->GetX() && GetY() <= obj->GetY()){ x -= speed*dt*sin(angle - 3.14); y += speed*dt*cos(angle - 3.14); }
if (GetX() <= obj->GetX() && GetY() < obj->GetY()){ x += speed*dt*cos(angle - 1.57); y += speed*dt*sin(angle - 1.57); }
int s1=0, s2=0, s3=0, s4=0;
for (int i = 0; i < ObjectPool::GetObjPool().GetPool().size(); i++)
if (ObjectPool::GetObjPool().GetPool()[i]->IsMine() && GetDistance(ObjectPool::GetObjPool().GetPool()[i])<100)
{
if (ObjectPool::GetObjPool().GetPool()[i]->GetX()>GetX() && ObjectPool::GetObjPool().GetPool()[i]->GetY()>GetY())
s2 += GetDistance(ObjectPool::GetObjPool().GetPool()[i]);
if (ObjectPool::GetObjPool().GetPool()[i]->GetX()<GetX() && ObjectPool::GetObjPool().GetPool()[i]->GetY()>GetY())
s3 += GetDistance(ObjectPool::GetObjPool().GetPool()[i]);
if (ObjectPool::GetObjPool().GetPool()[i]->GetX() > GetX() && ObjectPool::GetObjPool().GetPool()[i]->GetY() < GetY())
s1 += GetDistance(ObjectPool::GetObjPool().GetPool()[i]);
if (ObjectPool::GetObjPool().GetPool()[i]->GetX() < GetX() && ObjectPool::GetObjPool().GetPool()[i]->GetY() < GetY())
s4 += GetDistance(ObjectPool::GetObjPool().GetPool()[i]);
}
if (s1 != 0 || s2 != 0 || s3 != 0 || s4 != 0)
{
int max1 = max(max(s1, s2), max(s3, s4));
double r = GetDistance(GameObject::MakePosObject(x, y));
if (max1 == s1)
{
if (GetX()<x || GetY()>y)
{
angle += 6.28 - 0.785;
}
}
if (max1 == s2)
{
if (GetX() < x || GetY()<y)
{
angle += 0.785;
}
}
if (max1 == s3)
{
if (GetX()>x || GetY()<y)
{
angle += 1.57;
}
}
if (max1 == s4)
{
if (GetX()>x || GetY() > y)
{
angle += 6.28 - 1.57;
}
}
x = GetX() + (cos(angle) - sin(angle))*r;
y = GetY() + (cos(angle) + sin(angle))*r;
SetPos(x, y);
}
else
GameObject::GoToAnotherObject(obj, dt);
}
else
GameObject::GoToAnotherObject(obj, dt);
}
*/
void SetExp(int newexp)
{
minexp = newexp;
}
int GetExp()const{ return minexp; };
private:
double MAX_speed;
bool flag;
int type;
int collisionrange;
int skillcount;
int skillcount2;
int skillcount3;
bool IsRage;
GameObject *posobj;
int score;
int minexp;
};
#endif