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Enemy.cpp
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#include "Enemy.h"
Enemy::Enemy(string _NAME, int _X, int _Y, int _MOVESPEED, int _HP, Vector2f _BEHAVIOUR)
: name(_NAME), x(_X), y(_Y), moveSpeed(_MOVESPEED), hp(_HP), Behaviour(_BEHAVIOUR)
{sprite.setPosition(_X, _Y);
c_state1.loadFromFile("Assets/Enemy/ennemi_Kamikaze_state_1.png");
c_state2.loadFromFile("Assets/Enemy/ennemi_Kamikaze_state_2.png");
c_state3.loadFromFile("Assets/Enemy/ennemi_Kamikaze_state_3.png");
bak_state1.loadFromFile("Assets/Enemy/Boss/nuclear_bomb_state_1.png");
bak_state2.loadFromFile("Assets/Enemy/Boss/nuclear_bomb_state_2.png");
bak_state3.loadFromFile("Assets/Enemy/Boss/nuclear_bomb_state_3.png");
state = 1;
isExplode = false;
isToDelete = false;
}
void Enemy::setPos(int x, int y) {
sprite.setPosition(x, y);
}
void Enemy::deacreaseHp(int i) {
hp -= i;
}
void Enemy::increaseHp(int i) {
hp += i;
}
void Enemy::draw(RenderWindow& window) {
window.draw(sprite);
}
void Enemy::move(Vector2f distance) {
sprite.move(distance*moveSpeed);
}
void Enemy::addToDelete() { isToDelete = true; }
bool Enemy::getToDelete() { return isToDelete; }
bool Enemy::getIsExplode() { if (isExplode) return true; else return false; }
void Enemy::setSprite(Texture& _NEW) { sprite.setTexture(_NEW); }
void Enemy::explode() { isExplode = true; }
int Enemy::getState() const { return state; }
void Enemy::setState(int i) { state = i; }
void Enemy::increaseState(int i) { state += i; }
void Enemy::decreaseState(int i) { state -= i; }
int Enemy::getType() const { return type; }
Vector2f Enemy::getprojGVect() const { return projGVect; }
Vector2f Enemy::getprojVect() const { return projVect; }
Vector2f Enemy::getprojDVect() const { return projDVect; }
Vector2f Enemy::getBehaviour() const { return Behaviour; }
void Enemy::setBehaviour(Vector2f _NEW) { Behaviour = _NEW; }
void Enemy::reverseBehaviour() { Behaviour *= -1.f; }
void Enemy::stop() { Behaviour = { 0.f,0.f }; }
string Enemy::getName() const { return name; }
int Enemy::getHP() const { return hp; }
float Enemy::getMS() const { return moveSpeed; }
Vector2f Enemy::getPos() const { return sprite.getPosition(); }