CEnemyPsycrow::CEnemyPsycrow() { CSGD_EventSystem *pES = CSGD_EventSystem::GetInstance(); CSGD_TextureManager *pTM = CSGD_TextureManager::GetInstance(); COptions *op = COptions::GetInstance(); pES->RegisterClient("psycrow fire", this); pES->RegisterClient("state transition 1", this); pES->RegisterClient("state transition 2", this); pES->RegisterClient("state transition 3", this); pES->RegisterClient("state transition 4", this); m_nState = PSYCROW_STATE1; m_nSoundID = CSGD_WaveManager::GetInstance()->LoadWave("Resource/sounds/JoA_Squawk.wav"); CSGD_WaveManager::GetInstance()->SetVolume(m_nSoundID, op->GetSFXVolume() - 40); m_fFireReady = 5.0f; m_fHitTimer = 0.4f; m_nOffset = 0; bIsFired = false; m_fFiringTimer = 0.5f; m_fSineFloat = 3.14f; m_nColor = 255; m_nScale = 1.5f; SetHP(250 * op->GetDifficulty()); SetVelX(75 * op->GetDifficulty()); SetVelY(0.0f); SetXFlip(-1); SetHeight(84); SetWidth(70); SetPosX(320); SetPosY(240); SetPower(0); SetType(ACTOR_ENEMY); SetScoreValue(1000 * op->GetDifficulty()); SetHit(false); pBullet = NULL; bIsFiring = false; }
CEnemyBusiness::CEnemyBusiness() { CSGD_EventSystem *pES = CSGD_EventSystem::GetInstance(); CSGD_TextureManager *pTM = CSGD_TextureManager::GetInstance(); COptions *op = COptions::GetInstance(); CSGD_WaveManager *pWM = CSGD_WaveManager::GetInstance(); pES->RegisterClient("businessman fire", this); SetHP(50 *op->GetDifficulty()); SetVelX(-50.0f * op->GetDifficulty()); SetVelY(0.0f); SetXFlip(-1); SetHeight(63); SetWidth(86); SetPosX(1000); SetPosY(220); SetPower(0); SetType(ACTOR_ENEMY); SetScoreValue(200 * op->GetDifficulty()); SetHit(false); pBullet = NULL; bIsFiring = false; m_fFireReady = 5.0f; m_fHitTimer = 1.0f; m_nOffset = 0; m_fFiringTimer = 1.0f; rEnemyRect.top = 18; rEnemyRect.bottom = 61; rEnemyRect.left = 2; rEnemyRect.right = 54; m_nSoundID = pWM->LoadWave("Resource/sounds/JoA_Scream.wav"); pWM->SetVolume(m_nSoundID,op->GetSFXVolume() - 25); }