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/*********************************/
/* THRESHOLD ( // */
/* entity ( )/ */
/* by salade )(/ */
/* ________________ ( /) */
/* ()__)____________))))) :^} */
/*********************************/
#include "entity.hpp"
Entity::Entity(void) : hp(1)
{
auto dir = GetRandomValue(0, 3);
switch (dir)
{
case (0):
{
posX = GetRandomValue((SCREENWIDTH / 2) - 30, (SCREENWIDTH / 2) + 30);
posY = 0;
break;
}
case (1):
{
posX = SCREENWIDTH;
posY = GetRandomValue((SCREENHEIGHT / 2) - 30, (SCREENHEIGHT / 2) + 30);
break;
}
case (2):
{
posX = GetRandomValue((SCREENWIDTH / 2) - 30, (SCREENWIDTH / 2) + 30);
posY = SCREENHEIGHT;
break;
}
case (3):
{
posX = SCREENWIDTH;
posY = GetRandomValue((SCREENHEIGHT / 2), (SCREENHEIGHT / 2) + 10);
break;
}
}
// if (static_cast<int>(posX) & 1) {
direction = (Vector2){0.1f, 0.1f};
// } else {
// direction = (Vector2){-posX / 100, posY / 100};
// } // old pseudo-random path finder. now reworking so that they go towards the player
radius = 10; // default radius. this is changed later
threshold = false;
}
Entity::~Entity() {}
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