#include "wp_enemyslingshot.hpp" #include #include #include #include "entity.hpp" #include "gameplay.hpp" wp_enemysling::wp_enemysling(const char* s, const char* r) : AWeapon(300.0f, 10, 10, 0.0, s, r, "sling", false) {} wp_enemysling::~wp_enemysling() {} int wp_enemysling::bang(std::vector* enemies, Entity* baddie) { if (barrel == 0) { return (1); } else { barrel--; t = GetTime(); // enemysling spawns a new enemy every @reload seconds. thats it. // it's a slingshot // Entity en(1); 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); en.hurtTex = LoadTexture(SBIRE_TEX_HURT); enemies->push_back(en); std::cout << "push back enemy. so far so good " << std::endl; // // there if (barrel == 0) { empty = true; } return (0); } } Projectile const& wp_enemysling::getProjectile() const { return (projectile); }