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anaxInitialize.cpp
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anaxInitialize.cpp
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#include "Anax.h"
/*****************************************************************************************************
// Class initialize function
// Initializes all sprites
*****************************************************************************************************/
void Anax::initialize(HWND hwnd) {
Game::initialize(hwnd);
endOfLevel = false;
cheatsOn = false;
gameState = 0;
world_coordinates = 0;
moveScreen = false;
isDialogOn = true;
frameTimeSword = 0;
frameTimeTorch = 0;
isRunningGame = false;
vector<string> v;
v.push_back("PLAY");
v.push_back("CHEATS OFF");
v.push_back("QUIT");
v.push_back("ANAX");
mainMenu = new Menu(v,D3DXVECTOR2(GAME_WIDTH/2,GAME_HEIGHT/2));
mainMenu->initialize(graphics, input);
if(dxDialog->initialize(graphics, 15, true, false, "Arial") == false)
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing output font"));
initializeWorld(hwnd);
initializeTiles(hwnd);
initializeEntities(hwnd);
initializeEnemies(hwnd);
initializeUI(hwnd);
}
void Anax::resetGameState(int i) {
if(i==0) {
isRunningGame = false;
}
endOfLevel = false;
world_coordinates = 0;
moveScreen = true;
isRunningGame = true;
for(int j=0;j<MAX_TILES;j++) {
tile1[j].setX(tilePositionPlacerX(j));
tile2[j].setX(tilePositionPlacerX(j));
}
castle.setX(tilePositionPlacerX(26));
for(int i=0;i<MAX_CASTLE_WALLS;i++) {
castleWall[i].setX(i*castleWall[i].getScaledWidth()-100);
}
cattails.setX(tilePositionPlacerX(3));
dudeManBro.setX(tile1[1].getX());
dudeManBro.setY(tilePositionPlacerY(1) - dudeManBro.getScaledHeight() + heroNS::frameCompensation);
dudeManBro.setCurrentFrame(HERO_STANDING_RIGHT_START);
dudeManBro.setFrameDelay((float)0.2);
dudeManBro.setDeadTimer(0);
dudeManBro.setHealth(6);
for(int i=0;i<MAX_SKELLINGTONS;i++) {
enemy[1][i]->setX(tile2[i*2].getX()+2);
enemy[1][i]->setY(tile2[i*2].getY()-enemy[1][i]->getScaledHeight()+25);
enemy[1][i]->setFrameDelay(.02);
enemy[1][i]->setHealth(3);
enemy[1][i]->setActive(true);
enemy[1][i]->setVisible(true);
}
for(int i=0;i<MAX_SLIMES;i++) {
enemy[0][i]->setX(tile1[(i+3)*2].getX());
enemy[0][i]->setY(tile1[(i+3)*2].getY()-enemy[0][i]->getScaledHeight()-1);
enemy[0][i]->setFrames(SLIME_0,SLIME_3);
enemy[0][i]->setCurrentFrame(SLIME_0);
enemy[0][i]->setFrameDelay((float)0.2);
enemy[0][i]->setHealth(1);
enemy[0][i]->setActive(true);
enemy[0][i]->setVisible(true);
}
}
/*****************************************************************************************************
// Anax tile initialize
// Initialize textures for all tiles, tiles are passive enviroment elements which are placed in the world
*****************************************************************************************************/
void Anax::initializeTiles(HWND hwnd){
//Initialize Dirt Blocks
if (!tile1Texture.initialize(graphics,TILE1_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing tile 1 texture"));
if (!tile2Texture.initialize(graphics,TILE2_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing tile 2 texture"));
for(int i = 0; i < MAX_TILES; i++){
if (!tile1[i].initialize(this,189, 600, 0, &tile1Texture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing tile 1"));
tile1[i].setX(tilePositionPlacerX(i));
tile1[i].setCollisionType(entityNS::BOX);
tile1[i].setEdge(COLLISION_TILE);
}
for(int i = 0;i < MAX_TILES; i++) {
if(!tile2[i].initialize(this,189,600,0,&tile2Texture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing tile 2"));
//Set position of Castle blocks
tile2[i].setX(tilePositionPlacerX(i));
//Set Castle Block Collision
tile2[i].setCollisionType(entityNS::BOX);
tile2[i].setEdge(COLLISION_TILE);
}
tile1[0].setY(tilePositionPlacerY(1));
tile1[1].setY(tilePositionPlacerY(1));
tile1[2].setY(tilePositionPlacerY(2));
tile1[3].setY(tilePositionPlacerY(3));
tile1[4].setY(tilePositionPlacerY(2));
tile1[5].setY(tilePositionPlacerY(2));
tile1[6].setY(tilePositionPlacerY(1));
tile1[7].setY(tilePositionPlacerY(0));
tile1[8].setY(tilePositionPlacerY(1));
tile1[9].setY(tilePositionPlacerY(1));
tile1[10].setY(tilePositionPlacerY(1));
tile1[11].setY(tilePositionPlacerY(0));
tile1[12].setY(tilePositionPlacerY(2));
tile1[13].setY(tilePositionPlacerY(3));
tile1[14].setY(tilePositionPlacerY(4));
tile1[15].setY(tilePositionPlacerY(0));
tile1[16].setY(tilePositionPlacerY(0));
tile1[17].setY(tilePositionPlacerY(1));
tile1[18].setY(tilePositionPlacerY(2));
tile1[19].setY(tilePositionPlacerY(2));
tile1[20].setY(tilePositionPlacerY(2));
tile1[21].setY(tilePositionPlacerY(1));
for(int i=22;i<MAX_TILES;i++) {
tile1[i].setY(tilePositionPlacerY(0));
}
tile2[0].setY(tilePositionPlacerY(1));
tile2[1].setY(tilePositionPlacerY(1));
tile2[2].setY(tilePositionPlacerY(1));
tile2[3].setY(tilePositionPlacerY(1));
tile2[4].setY(tilePositionPlacerY(0));
tile2[5].setY(tilePositionPlacerY(1));
tile2[6].setY(tilePositionPlacerY(1));
tile2[7].setY(tilePositionPlacerY(1));
tile2[8].setY(tilePositionPlacerY(1));
tile2[9].setY(tilePositionPlacerY(2));
tile2[10].setY(tilePositionPlacerY(3));
tile2[11].setY(tilePositionPlacerY(4));
tile2[12].setY(tilePositionPlacerY(5));
tile2[13].setY(tilePositionPlacerY(5));
tile2[14].setY(tilePositionPlacerY(5));
tile2[15].setY(tilePositionPlacerY(5));
tile2[16].setY(tilePositionPlacerY(5));
tile2[17].setY(tilePositionPlacerY(4));
tile2[18].setY(tilePositionPlacerY(3));
tile2[19].setY(tilePositionPlacerY(2));
tile2[20].setY(tilePositionPlacerY(1));
tile2[21].setY(tilePositionPlacerY(1));
tile2[22].setY(tilePositionPlacerY(1));
tile2[23].setY(tilePositionPlacerY(1));
tile2[24].setY(tilePositionPlacerY(1));
tile2[25].setY(tilePositionPlacerY(1));
for(int i=26;i<MAX_TILES;i++) {
tile2[i].setY(tilePositionPlacerY(0));
}
//Initialize Castle
if (!castleTexture.initialize(graphics,CASTLE_TILE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing castle tile texture"));
if (!castle.initialize(this,527, 448, 0, &castleTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing castle tile"));
castle.setScale((float)1.25);
castle.setX(tilePositionPlacerX(26));
castle.setY(tilePositionPlacerY(7)-40);
//Initialize CastleWall
if (!castleWallTexture.initialize(graphics,CASTLE_WALL_TILE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing castleWall tile texture"));
for(int i = 0; i < MAX_CASTLE_WALLS; i++){
if (!castleWall[i].initialize(this,399, 448, 0, &castleWallTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing castleWall tile"));
castleWall[i].setScale((float)2);
castleWall[i].setX(i*castleWall[i].getScaledWidth()-100 - world_coordinates);
castleWall[i].setY(tilePositionPlacerY(7)-40);
}
}
/*****************************************************************************************************
// Anax Initialize Entities
// Initializes all sprites with dynamic behavior
*****************************************************************************************************/
void Anax::initializeEntities(HWND hwnd){
//Armed Hero
if (!heroTexture.initialize(graphics,HERO_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing hero texture"));
if (!dudeManBro.initialize(this,128, 128, 44, &heroTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing The Dude"));
dudeManBro.setX(tile1[1].getX());
dudeManBro.setY(tilePositionPlacerY(1) - dudeManBro.getScaledHeight() + heroNS::frameCompensation);
dudeManBro.setCurrentFrame(HERO_STANDING_RIGHT_START);
dudeManBro.setFrameDelay((float)0.2);
dudeManBro.setCollisionType(entityNS::BOX);
dudeManBro.setEdge(COLLISION_BOX_HERO);
}
/*****************************************************************************************************
// Anax initialize world
// Initializes all sprites that compose the static background and scenery
*****************************************************************************************************/
void Anax::initializeWorld(HWND hwnd){
//coordinates system
if(dxCoordinates->initialize(graphics, 50, true, false, "Arial") == false)
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing DirectX font"));
if(dxDialog->initialize(graphics, 50, true, false, "Arial") == false)
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing DirectX font"));
//background
if (!backgroundTexture.initialize(graphics, BACKGROUND_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing background texture"));
if (!background.initialize(graphics,0,0,0,&backgroundTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing background"));
background.setScale(2);
if (!dialogBoxTexture.initialize(graphics, DIALOG_BOX_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing dialogBox texture"));
if (!dialogBox.initialize(graphics,0,0,0,&dialogBoxTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing dialogBox"));
dialogBox.setX(320);
dialogBox.setY(140);
//cloud
if (!cloudTexture.initialize(graphics,CLOUD_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing cloud texture"));
if (!cloud.initialize(this,320, 128, 0, &cloudTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing cloud"));
//mountains
if (!mountainTexture.initialize(graphics,MOUNTAIN_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing mountain texture"));
for(int i=0; i<MOUNTAIN_MAX; i++){
if (!mountain[i].initialize(this,320, 60, 0, &mountainTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing mountain"));
}
for(int i=0; i<MOUNTAIN_MAX; i++){
if (!frontMountainsTexture.initialize(graphics,MOUNTAIN_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing mountain texture"));
if (!frontMountains[i].initialize(this,320, 60, 0, &mountainTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing mountain"));
}
//Cattails
if (!cattailsTexture.initialize(graphics,CATTAILS))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing cattails texture"));
if (!cattails.initialize(this,320, 128, 0, &cattailsTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing cattails"));
cattails.setScale(3.0);
//Flowers
if (!flowersTexture.initialize(graphics,FLOWERS_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing flowers texture"));
for(int i = 0; i < MAX_FLOWERS; i++){
if (!flowers[i].initialize(this,59, 16, 0, &flowersTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing flowers"));
}
flowers[0].setX(100);
flowers[0].setY(100);
for(int i = 0; i < MAX_FLOWERS; i++){
flowers[i].setScale(2);
}
//Bushes
if (!bushesTexture.initialize(graphics,BUSHES_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bushes texture"));
for(int i = 0; i < MAX_BUSHES; i++){
if (!bushes[i].initialize(this,64, 16, 0, &bushesTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing bushes"));
}
bushes[0].setX(200);
bushes[0].setY(200);
for(int i = 0; i < MAX_BUSHES; i++){
bushes[i].setScale(2);
}
//Disk Flowers
if (!diskFlowersTexture.initialize(graphics,DISK_FLOWERS_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing disk flowers texture"));
for(int i = 0; i < MAX_DISK_FLOWERS; i++){
if (!diskFlowers[i].initialize(this,40, 23, 0, &diskFlowersTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing disk flowers"));
}
diskFlowers[0].setX(300);
diskFlowers[0].setX(300);
for(int i = 0; i < MAX_DISK_FLOWERS; i++){
diskFlowers[i].setScale(2);
}
//Tree
if (!treeTexture.initialize(graphics,TREE_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing tree texture"));
for(int i = 0; i < MAX_TREES; i++){
if (!tree[i].initialize(this,128, 200, 0, &treeTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing tree"));
}
tree[0].setX(400);
tree[0].setY(400);
for(int i = 0; i < MAX_TREES; i++){
tree[i].setScale(1);
}
for(int i=0; i<MAX_TORCHES; i++){
if (!torchTexture.initialize(graphics,TORCH_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing torch texture"));
if (!torch[i].initialize(this,34, 36, 5, &torchTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing torch"));
}
for(int i=0;i<MAX_TORCHES;i++) {
torch[i].setScale((float)2.5);
torch[i].setFrameDelay((float)0.2);
torch[i].setCurrentFrame(TORCH_FIRST);
torch[i].setFrames(TORCH_FIRST,TORCH_LAST);
torch[i].setX(i*500 - world_coordinates);
torch[i].setY(200);
}
//Cave Wall
if (!caveWallTexture.initialize(graphics,CAVE_WALL_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing caveWall texture"));
if (!caveWall.initialize(this,1080, 378, 0, &caveWallTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing caveWall"));
caveWall.setX(0);
caveWall.setY(0);
//Sword
if (!swordTexture.initialize(graphics,SWORD_IN_STONE_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing sword in stone texture"));
if (!sword.initialize(this,128, 128, 28, &swordTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing sword in stone"));
sword.setX(300);
sword.setY(300);
sword.setFrameDelay((float)0.1);
sword.setFrames(SWORD_FIRST, SWORD_LAST);
sword.setCurrentFrame(SWORD_FIRST);
//Fireball
if (!magicMissileTexture.initialize(graphics,MAGICMISSILE_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing magicMissile texture"));
if (!magicMissile.initialize(this,32, 32, 0, &magicMissileTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing magicMissile"));
magicMissile.setX(0);
magicMissile.setY(0);
magicMissile.setScale(1.5);
magicMissile.setActive(false);
magicMissile.setEdge(COLLISION_BOX_PUCK);
magicMissile.setCollisionType(entityNS::BOX);
//Death Sheet
if (!deathSheetTexture.initialize(graphics,DEATH_SHEET_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing deathSheet texture"));
if (!deathSheet.initialize(this,1080, 768, 0, &deathSheetTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing deathSheet"));
deathSheet.setScale(1.25);
deathSheet.setX(0);
deathSheet.setY(0);
//End Screen
if (!endScreenTexture.initialize(graphics,END_SCREEN_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing endScreen texture"));
if (!endScreen.initialize(this,1080, 768, 0, &endScreenTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing endScreen"));
endScreen.setScale(1.25);
endScreen.setX(0);
endScreen.setY(0);
cloud.setX(0);
cloud.setY(0);
cloud.setScale(1);
cloud2.setScale(1);
cloud2.setX(0);
cloud2.setY(-100);
mountainSide[MOUNTAIN_MAX-1]=right;
mountainSide[0]=0;
mountainFront[MOUNTAIN_MAX-1]=right;
mountainFront[0]=0;
for(int i=0; i<MOUNTAIN_MAX; i++){
mountain[i].setScale(5);
mountain[i].setX(i*320*mountain[i].getScale()-320*mountain[i].getScale());
mountain[i].setY((float)(GAME_HEIGHT - mountain[i].getScaledHeight()));
frontMountains[i].setScale(3);
frontMountains[i].setX(i*320*frontMountains[i].getScale());
frontMountains[i].setY((float)(GAME_HEIGHT - frontMountains[i].getScaledHeight()));
}
}
void Anax::initializeUI(HWND hwnd){
//Heart
if (!heartTexture.initialize(graphics,HEART_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing heart texture"));
if (!heart.initialize(this,32, 32, 0, &heartTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing heart"));
heart.setScale(2);
heart.setX(0);
heart.setY(0);
//Heart2
if (!heart2Texture.initialize(graphics,HEART_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing heart2 texture"));
if (!heart2.initialize(this,32, 32, 0, &heart2Texture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing heart2"));
heart2.setScale(2);
heart2.setX(64);
heart2.setY(0);
//Heart3
if (!heart3Texture.initialize(graphics,HEART_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing heart3 texture"));
if (!heart3.initialize(this,32, 32, 0, &heart3Texture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing heart3"));
heart3.setScale(2);
heart3.setX(128);
heart3.setY(0);
//Half Heart
if (!halfHeartTexture.initialize(graphics,HALF_HEART_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing halfHeart texture"));
if (!halfHeart.initialize(this,32, 32, 0, &halfHeartTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing halfHeart"));
halfHeart.setScale(2);
halfHeart.setX(0);
halfHeart.setY(0);
//Half Heart2
if (!halfHeart2Texture.initialize(graphics,HALF_HEART_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing halfHeart2 texture"));
if (!halfHeart2.initialize(this,32, 32, 0, &halfHeart2Texture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing halfHeart2"));
halfHeart2.setScale(2);
halfHeart2.setX(64);
halfHeart2.setY(0);
//Half Heart3
if (!halfHeart3Texture.initialize(graphics,HALF_HEART_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing halfHeart3 texture"));
if (!halfHeart3.initialize(this,32, 32, 0, &halfHeart3Texture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing halfHeart3"));
halfHeart3.setScale(2);
halfHeart3.setX(128);
halfHeart3.setY(0);
//Empty Heart
if (!emptyHeartTexture.initialize(graphics,EMPTY_HEART_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing emptyHeart texture"));
if (!emptyHeart.initialize(this,32, 32, 0, &emptyHeartTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing emptyHeart"));
emptyHeart.setScale(2);
emptyHeart.setX(0);
emptyHeart.setY(0);
//Empty Heart2
if (!emptyHeart2Texture.initialize(graphics,EMPTY_HEART_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing emptyHeart2 texture"));
if (!emptyHeart2.initialize(this,32, 32, 0, &emptyHeart2Texture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing emptyHeart2"));
emptyHeart2.setScale(2);
emptyHeart2.setX(64);
emptyHeart2.setY(0);
//Empty Heart3
if (!emptyHeart3Texture.initialize(graphics,EMPTY_HEART_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing emptyHeart3 texture"));
if (!emptyHeart3.initialize(this,32, 32, 0, &emptyHeart3Texture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing emptyHeart3"));
emptyHeart3.setScale(2);
emptyHeart3.setX(128);
emptyHeart3.setY(0);
}
void Anax::initializeEnemies(HWND hwnd){
for(int i = 0; i<MAX_SLIMES; i++){
enemy[0][i]=new Slime();
}
for(int i = 0; i<MAX_SKELLINGTONS; i++){
enemy[1][i]= new Skellington();
}
for(int i = 0; i<MAX_SLIMES; i++){
initializeSlime(hwnd, i);
}
for(int i = 0; i<MAX_SKELLINGTONS; i++){
initializeSkellington(hwnd, i);
}
}
void Anax::initializeSkellington(HWND hwnd, int i){
//Skellington
if (!skellingtonTexture.initialize(graphics,SKELLINGTON_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing skellington texture"));
if (!enemy[1][i]->initialize(this,128, 128, 6, &skellingtonTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing skellington"));
enemy[1][i]->setX(tile2[i*2].getX()+2);
enemy[1][i]->setY(tile2[i*2].getY()-enemy[1][i]->getScaledHeight()+25);
enemy[1][i]->setCollisionType(entityNS::BOX);
enemy[1][i]->setEdge(COLLISION_BOX_SKELLINGTON);
enemy[1][i]->setFrameDelay(.02);
}
void Anax::initializeSlime(HWND hwnd, int i){
//Slime
if (!slimeTexture.initialize(graphics,SLIMES_IMAGE))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing slime texture"));
if (!enemy[0][i]->initialize(this,62, 62, 4, &slimeTexture))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing slime"));
enemy[0][i]->setX(tile1[(i+3)*2].getX());
enemy[0][i]->setY(tile1[(i+3)*2].getY()-enemy[0][i]->getScaledHeight()-1);
enemy[0][i]->setFrames(SLIME_0,SLIME_3);
enemy[0][i]->setCurrentFrame(SLIME_0);
enemy[0][i]->setFrameDelay((float)0.2);
enemy[0][i]->setCollisionType(entityNS::BOX);
enemy[0][i]->setEdge(COLLISION_BOX_SLIME);
}