コード例 #1
0
/*HPTRect &EnemyGMonsterSpit::GetWorldLoc()
{


	return rectWorldLoc;
}
*/
void EnemyGMonsterSpit::processAttack()
{
	if(!ipFlags.S_ATTACK && !ipFlags.S_DAMAGED && !ipFlags.S_DEAD)
	{
//	if (ipFlags.S_ACTIVE) soundPlayer->PlaySound(swoosh00);

		ipFlags.S_ATTACK = true;

		SetAnimation(ENEMY_SPIT_MONSTER_ATTACK, 0, true, true, 10, true);

			Projectile *temp;


			/* Create Ninja Star Projectile */
			if(ipFlags.S_DIRECTION)
			{
				//temp = new ProjectileGMonsterSpit(ipFlags.S_DIRECTION, static_cast<int>(xLoc + nOffSet + 5), static_cast<int>(yLoc));
				//temp = new ProjectileAGMSpit(false, static_cast<int>(xLoc-20 + nOffSet), static_cast<int>(yLoc - 15),*projectile_list,m_player->GetXLoc());
				temp = new ProjectileAGMSpit(ipFlags.S_DIRECTION, static_cast<int>(xLoc + nOffSet + 20), static_cast<int>(yLoc+15),*projectile_list,m_player->GetXLoc());
				temp->SetWeaponDamage(5);
			}
			else 
			{
				//temp = new ProjectileGMonsterSpit(ipFlags.S_DIRECTION, static_cast<int>(xLoc - nOffSet - 5), static_cast<int>(yLoc));
				//temp = new ProjectileAGMSpit(false, static_cast<int>(xLoc-20 + nOffSet), static_cast<int>(yLoc - 15),*projectile_list,m_player->GetXLoc());
				temp = new ProjectileAGMSpit(ipFlags.S_DIRECTION, static_cast<int>(xLoc - nOffSet - 20), static_cast<int>(yLoc+15),*projectile_list,m_player->GetXLoc());
				temp->SetWeaponDamage(5);				
			}
			(*projectile_list).push_back(temp);
	}
}
コード例 #2
0
void EnemyShadowElitePistol::processAttack()
{
	if(!ipFlags.S_ATTACK)
	{
		ipFlags.S_ATTACK = true;

		switch(ipFlags.nCurrAttack)
		{
		case 0:

		case 1:

			SetAnimation(ENEMY_PISTOL_ELITE_GUARD_ANIM_PISTOL_ATTACK, 0, true, true, 20, true);
		
			Projectile *temp;

			if(ipFlags.S_DIRECTION)
			{
				temp = new ProjectileEliteGuardPistolBullet(ipFlags.S_DIRECTION, static_cast<int>(xLoc + nxOffSet + 16), static_cast<int>(yLoc -9 ));
				
				
				temp->SetWeaponDamage(8);
			}
			else
			{
				temp = new ProjectileEliteGuardPistolBullet(ipFlags.S_DIRECTION, static_cast<int>(xLoc - nxOffSet - 16), static_cast<int>(yLoc -9 ));
				
				temp->SetWeaponDamage(8);
			}
			
			(*projectile_list).push_back(temp);

			ipFlags.S_ATTACK = true;
				
			//Stop All Directional Movement
			velMovement = 0;
			velModifier = 0;

			if (ipFlags.S_ACTIVE) soundPlayer->PlaySound(colt45);

			break;

		default:
			ipFlags.S_ATTACK = false;
			break;
		}
	}
}