bool CEnemy::update(float time_elapsed_ms,CNode * nodes) { if(!isDead()) { //update position updatePos(time_elapsed_ms); //if at each waypoint if(DistanceCheck()) { setCurrNode(&nodes[getNodeIndex()+1]); setNodeIndex(getNodeIndex()+1); //special check for end waypoint //if at the end waypoint if(getNodeIndex() == ENDNODE) { if(!isDead()) { setDead(true); } return true; //life minuses here //reset mob //change to wavemanager later // enemyArray[i].spawn(currType,currLevel); // enemyArray[i].setNodeIndex(0); // enemyArray[i].setPos(NodeArray[0].getPos()); } } } return false; }
void Properties::onNodeDeselected() { setNodeLevel(-1); setNodeIndex(-1); setNodeColor(QColor()); }
void Properties::onNodeSelected(int level, int index, const QColor& color) { setNodeLevel(level); setNodeIndex(index); setNodeColor(color); }