void cStaticEnemy::DownGrade(bool force) { Set_Dead(1); m_massive_type = MASS_PASSIVE; m_counter = 0.0f; m_velx = 0.0f; m_vely = 0.0f; Set_Scale_Directions(1, 1, 1, 1); Set_Rotation_Z(180.0f); }
void cRokko :: DownGrade( bool force /* = 0 */ ) { Set_Dead( 1 ); m_massive_type = MASS_PASSIVE; m_vely = 0; if( !force ) { // animation cParticle_Emitter *anim = new cParticle_Emitter(); Generate_Hit_Animation( anim ); anim->Set_Quota( 8 ); anim->Set_Speed( 4, 1 ); anim->Set_Scale( 0.9f ); // add animation pAnimation_Manager->Add( anim ); } }
void cRokko::DownGrade(bool force /* = 0 */) { Set_Animation(false); // We will update this ourselves in Update_Normal_Dying() Set_Dead(1); m_massive_type = MASS_PASSIVE; m_gravity_max = 26.0f; m_vely = 0; if (!force) { // animation cParticle_Emitter* anim = new cParticle_Emitter(m_sprite_manager); Generate_Hit_Animation(anim); anim->Set_Quota(8); anim->Set_Speed(4, 1); anim->Set_Scale(0.9f); anim->Emit(); pActive_Animation_Manager->Add(anim); } }
void cEato::DownGrade(bool force) { Set_Dead(1); m_massive_type = MASS_PASSIVE; m_counter = 0.0f; if (!force) { cParticle_Emitter* anim = new cParticle_Emitter(); Generate_Hit_Animation(anim); anim->Set_Scale(0.8f); anim->Set_Direction_Range(0.0f, 360.0f); pAnimation_Manager->Add(anim); } else { Set_Rotation_Z(180.0f); } }
void cFlyon::DownGrade(bool force /* = 0 */) { Set_Dead(1); m_massive_type = MASS_PASSIVE; m_counter = 0.0f; m_velx = 0.0f; m_vely = 0.0f; if (!force) { // animation cParticle_Emitter* anim = new cParticle_Emitter(m_sprite_manager); Generate_Hit_Animation(anim); anim->Set_Speed(5.0f, 0.6f); anim->Set_Scale(0.8f); anim->Emit(); pActive_Animation_Manager->Add(anim); } else { Set_Rotation_Z(180.0f); } }
void cSpikeball :: DownGrade( bool force /* = 0 */ ) { Set_Dead( 1 ); m_massive_type = MASS_PASSIVE; m_counter = 0.0f; m_velx = 0.0f; m_vely = 0.0f; // dead image Set_Image_Num( 9 ); Set_Animation( 0 ); // default stomp death if( !force ) { Generate_Hit_Animation(); Set_Scale_Directions( 1, 0, 1, 1 ); } // falling death else { Set_Rotation_Z( 180 ); Set_Scale_Directions( 1, 1, 1, 1 ); } }