LaserEnemy :: LaserEnemy(const Vector2 &position, const Vector2 &direction) : Plane(position, direction, PLANE_NORMAL, 50, 50, 800) { Missile *weapon = new Laser(gGreen, 10, gZero, Vector2(0, -1), 1); setMissile(weapon); setVelocity(double((rand()%4)+4.0)); int posX = rand() % (int)WINDOW_WID; int posY = 0; setPosition(posX, posY); timer = 0; }
void LazerArm::Init(MissileList &missiles) { Missile *weapon = new Laser(gBlue, 20, gZero, Vector2(0, -1), 1); setMissile(weapon, missiles); }
/* switch current weapon to specified type (bullet, cannon or laser) */ void Thunder::SwitchWeapon(MissileType type, MissileList &missiles) { setMissile(weapon[(int)type], missiles); }
void BossLeftArm::Init() { Missile *weapon = new Bullet(Color(200, 200, 255), 100, gZero, Vector2(0, -20), 1); setMissile(weapon); missile_level = 2; }
void BossMidArm::Init() { Missile *weapon = new Laser(gYellow, 20, gZero, Vector2(0, -1), 1, 8.0); setMissile(weapon); }
void BossRightArm::Init() { Missile *weapon = new Cannon(gPurple, 300, gZero, Vector2(0, -10), 1); setMissile(weapon); }