void restart() { dead = false; level = 0; lives=10; enemiesLeft = 6; initEnemies(); }
bool EnemyCache::init() { if (!Node::init()) { return false; } batch = SpriteBatchNode::create("virus.png", 10); this->addChild(batch); initEnemies(); this->scheduleUpdate(); return true; }
void checkLevelComplete() { bool allDead = true; for (int i=0; i<enemyCount[level]; i++) { if (!enemies[i]->isDead()) { allDead = false; } } if (allDead && level == NUM_LEVELS) { win = true; } if (allDead && level<NUM_LEVELS) { level++; printf("\nlevel++ to %i with %i enemies\n", level, enemyCount[level]); if (sound) PlaySound(L"audio/level.wav",NULL,SND_FILENAME|SND_ASYNC); initEnemies(); } if (level==1) { fog=true; light(); } }
void setupScene() { std::cout<<"Initializing scene..."<<std::endl; light(); initEnemies(); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); dungarvan = new model3DS("dungarvan\\dungarvan.3ds", 2); if (intro) { xPos = -575; yPos = -50; zPos = 267; xRotation = 29; yRotation = 29; } }
/*JUEGO*/ void game(){ u8 atkObj = 0; initVariables(1); initPlayer(map); initNivel(); initEnemies(map); cpct_clearScreen(0); drawMap(map); while (1){ if(finish == 1) return; //Esperar el retrazado cpct_waitVSYNC(); //Desdibujar personajes erases(); //Dibujar pickups if(temp == 10) drawPickUps(n.corazon,n.bullet); //Dibujar personajes draws(); //Dibujar fatiga if(temp == 10){ if(player.atk < 20) drawFatiga(player.atk,2); else if(player.atk > 20) drawFatiga(player.atk,1); else drawFatiga(player.atk,0); } //guardar datos anteriores if(temp%2 == 0){ player.lx = player.x; player.ly = player.y; } if(enemy.life > 0){ if(temp%2 == 1){ enemy.lx = enemy.x; enemy.ly = enemy.y; } move(); switch(checkCollisions(player.x, player.y, enemy.x, enemy.y, player.atk)){ case 1: erase(enemy.lx,enemy.ly,0); enemy.x = enemy.ox; enemy.y = enemy.oy; enemy.lx = enemy.x; enemy.ly = enemy.y; enemy.ox = originse[map-1][4]; enemy.oy = originse[map-1][5]; enemy.life -= 1; player.atk = 20; enemy.pursue = 0; break; case 2: erase(player.lx,player.ly,0); player.x =originsp[map-1][0]; player.y = originsp[map-1][1]; player.lx =originsp[map-1][0]; player.ly = originsp[map-1][1]; player.life -= 1; player.atk = 20; enemy.pursue = 0; break; } } if(temp > 10) temp = 0; temp += 1; player.latk = player.atk; //Comprobar teclado cpct_scanKeyboard_f(); player.sprite = checkKeyboard(); checkBoundsCollisions(&n.corazon,&n.bullet); if(arrow == 1){ moveObject(); bound = checkArrowCollisions(); if(object.dir == 2 || object.dir == 8) atkObj = 21; else atkObj = 22; if(enemy.life > 0 && checkCollisions(object.x, object.y, enemy.x, enemy.y, atkObj) == 1 && bound == 0){ enemy.life -= 1; erase(enemy.lx,enemy.ly,0); enemy.x = enemy.ox; enemy.y = enemy.oy; enemy.lx = enemy.x; enemy.ly = enemy.y; enemy.pursue = 0; object.vivo = 0; bound = 1; } } if(player.life == 0){ gameOver(); finish = 1; } } }