/* Waits however many seconds passed in */ void Enemy::WaitToShoot (bool shootSmart, int seconds, BulletManager * bulletManager, Player * player ) { float velocityX = 0; float velocityY = 1; if (shootSmart){ velocityX = atan(player->GetPosition().x - position.x); velocityY = atan(player->GetPosition().y - position.y); } if(update == true) { endwait = timer + seconds; update = false; } if (timer < endwait) { // if timer has not been reached timer++; } else { // if timer has been reached bulletManager->CreateBullet(2, position.x, position.y, velocityX * GetAgi(), velocityY * GetAgi()); // agi changes the bullet speed update = true; timer = 0; } }
void Game_Battler::UpdateGauge(int multiplier) { if (IsDead()) { return; } if (gauge > EASYRPG_GAUGE_MAX_VALUE) { return; } gauge += GetAgi() * multiplier; //printf("%s: %.2f\n", GetName().c_str(), ((float)gauge / EASYRPG_GAUGE_MAX_VALUE) * 100); }