EnemyElectricField::EnemyElectricField(Level *curLevel, float tDelay, bool bOrientation, bool sDirection) { SetRenderHealthBar(false); ipFlags.S_NO_GRAVITY = true; level_class = curLevel; this->tDelay = tDelay; this->bOrientation = bOrientation; dTimer = tDelay; this->sDirection = sDirection; SetWeaponDamage(10); ipFlags.S_VISIBLE = false; }
EnemyDoor::EnemyDoor(Level *curLevel,int arg,Object** obj,Object** obj1,Object** obj2,unsigned char *ld) { level_data = ld; SetRenderHealthBar(false); ipFlags.S_NO_GRAVITY = true; level_class = curLevel; nOffSet = 0; nyOffSet = 32; rectDX = 32; rectDY = 48; rectXOffset = 0; rectYOffset = 0; isDead = false; type = arg; this->SetCurLife(1); take_all_damage = false; for(int count = 0;count < 12;count++) { damage_resistance[count] = 10; } /*switch(type) { case 0: damage_resistance[1] = 0; break; case 1: damage_resistance[2] = 0; break; case 2: damage_resistance[3] = 0; break; case 3: damage_resistance[4] = 0; break; case 4: damage_resistance[5] = 0; break; };*/ object = obj; object1 = obj1; object2 = obj2; ipFlags.door = true; }
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); }