Ejemplo n.º 1
0
void EnemyGreenNinja::Reset()
{
	SetAnimation(ENEMY_GREEN_NINJA_ANIM_MOVE, 0, false, false, 22, false);

	SetCurLife(enemy_green_ninja_set_cur_life);
	SetNumLifeBars((int)(enemy_green_ninja_set_cur_life * .2f + 1));

	ipFlags.S_DEAD = false;
	ipFlags.S_ACTIVE = true;
}
Ejemplo n.º 2
0
Enemy::Enemy():xViewLoc(0), yViewLoc(0)
{
//	this->curLevel = curLevel;

	SetMaxAttacks(5);

	SetCurLife(enemy_blue_ninja_set_cur_life);
	SetNumLifeBars((int)(enemy_blue_ninja_set_cur_life * .2f + 1));
	SetDamageTimer(.5);

	introtimer = 3;

	m_rangeExtra = (rand()%6)*16;
	m_rangeExtra *= m_rangeExtra;

}
EnemyZombiePrisoner::EnemyZombiePrisoner(Level *curLevel)
{
	SetRenderOffset(enemy_prisoner_zombie_render_offset);
	SetCurLife(enemy_prisoner_zombie_cur_life);
	SetNumLifeBars((int)(enemy_prisoner_zombie_cur_life * .2f + 1));
	SetDamageTimer(.25);
	SetWeaponDamage(3);
	level_class = curLevel;

	ipFlags.S_ATTACK = true;

	SetMaxWalkVelocity(static_cast<float>(rand()%30 + 30));

	rectDX = 15;
	rectDY = 45;
	rectXOffset = -nxOffSet;
	rectYOffset = -15;
}
Ejemplo n.º 4
0
EnemyPrisonerRock::EnemyPrisonerRock(Level *curLevel)
{
	SetRenderOffset(enemy_ninja_render_offset);

	SetCurLife(3);
//	SetSprite(1, 8);

	level_class = curLevel;	

	rectDX = 15;
	rectDY = 45;
	rectXOffset = -nxOffSet;
	rectYOffset = -15;
	CR::Graphics::Sprite *temps;
	temps = graphics_engine->CreateSprite1();
	temps->SetImage(CR::AssetList::prisoner_rock);

}
EnemyShadowElitePistol::EnemyShadowElitePistol(Level *curLevel)
{
//	SetCurLife(enemy_blue_ninja_set_cur_life);
	SetSprite(1, CR::AssetList::elite_guard);

	level_class = curLevel;

	SetRenderOffset(9);
	
	SetCurLife(8);
	SetNumLifeBars(2);
	
	//SetCurLife(15);
	//SetNumLifeBars(3);

	rectDX = 15;
	rectDY = 45;
	rectXOffset = -nxOffSet;
	rectYOffset = -15;
}
Ejemplo n.º 6
0
void Enemy::InitEnemy(int nHitPoints, int nMaxXVelocity, int nMaxYVelocity, float nMaxXAcceleration, float nRecoveryTime, int nPointValue, bool bRenderHBar)
{
	SetWeaponDamage(0);

	SetCurLife(nHitPoints);
	SetNumLifeBars(static_cast<int>(nHitPoints * .20));

	if(GetNumLifeBars() <= 0)
		SetNumLifeBars(1);

	SetWalkAcceleration(nMaxXAcceleration);
	SetMaxWalkVelocity(static_cast<float>(nMaxXVelocity));
//	SetMaxJumpVelocity(nMaxYVelocity);
	SetDamageTimer(nRecoveryTime);
	SetEnergyLevel(0);
	SetExtraLives(0);
//	SetMaxClimbVelocity(0);

	SetRenderHealthBar(bRenderHBar);
}
Ejemplo n.º 7
0
EnemyWolfGawain::EnemyWolfGawain(Level *curLevel, IPlayer *player)
{
	maxWalkSpeed = 100.00;   
	ipFlags.S_NO_GRAVITY = true;

	SetCurLife(6);
	SetNumLifeBars(1);
	level_class = curLevel;
	SetDamageTimer(1);

	this->player = player;

	ipFlags.S_ATTACK = true;
	HIT = false;
	COLLISION = false;
	START = false;
	SetWeaponDamage(5);

//	SetMaxWalkVelocity(60);
}
Ejemplo n.º 8
0
void EnemyDoor::doDoor(int type)
{
	//ipFlags.fInvulnerableTimer = 1000;

	//ipFlags.S_INVULNERABLE = true;
	ipFlags.door = true;

	if(type >= 3)
		type += 1;
	if(isDead)
		return;
	if(this->type == (type-1))
	{
		SetCurLife(-1);
		ipFlags.door = false;
	}
	else
	{
		if(game_class->player->IsWeaponAvailable(type+1))
			TutorialManager::Instance().Trigger(TutorialManager::TDOOR2);
		else
			TutorialManager::Instance().Trigger(TutorialManager::TDOOR);
	}
}