From 7a0ec30b5444b9f07ddeaa6943edaf5bd02e0349 Mon Sep 17 00:00:00 2001 From: salaaad2 <arthurdurant263@gmail.com> Date: Fri, 14 Jan 2022 16:40:11 +0100 Subject: enemy slingshot is functional --- src/wp_enemyslingshot.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'src/wp_enemyslingshot.cpp') diff --git a/src/wp_enemyslingshot.cpp b/src/wp_enemyslingshot.cpp index ad113e8..068f404 100644 --- a/src/wp_enemyslingshot.cpp +++ b/src/wp_enemyslingshot.cpp @@ -8,22 +8,22 @@ #include "gameplay.hpp" wp_enemysling::wp_enemysling(const char* s, const char* r) - : AWeapon(300.0f, 10, 1, 0.0, s, r, "sling") {} + : AWeapon(300.0f, 10, 10, 0.0, s, r, "sling") {} int wp_enemysling::bang(std::vector<Entity>* enemies, Entity* baddie) { if (barrel == 0) { return (1); } else { barrel--; - PlaySound(shot); t = GetTime(); // enemysling spawns a new enemy every @reload seconds. thats it. // it's a slingshot // Entity en(1); - en.posX = 0; - en.posY = 0; - en.direction = (Vector2){1.0f, 1.0f}; + en.posX = baddie->posX + 10; + en.posY = baddie->posY + 10; + en.direction.x = baddie->direction.x * 2.0f; + en.direction.y = baddie->direction.y * 2.0f; en.radius = 20; en.currentWeapon = nullptr; en.idleTex = LoadTexture(SBIRE_TEX_IDLE); -- cgit v1.2.3