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#include "wp_enemyslingshot.hpp"
#include <raylib.h>
#include <raymath.h>
#include <iostream>
#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<Entity>* 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);
}
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