AIEnemyDocRope::AIEnemyDocRope() { SetAttackRange(5*16); SetChaseRange(0); // ChangeState(AIS_ATTACK); time_star = 4.5; throw_star =0; // high_star = true; // low_star =false; // high_count=0; current_state = AIS_ATTACK; prev_state = AIS_ATTACK; }
AIEnemyGMonster::AIEnemyGMonster() { SetAttackRange(4*16); SetChaseRange(9); //ChangeState(AIS_PATROL); current_state = AIS_PATROL; ChangeAttackState(0); run_time = 4; run_timer = 4; wait_time = .25; wait_timer =.25; }
Flame::Flame() { setTypeID(Boss_Flame); setCurrHealth(200); setMaxHealth(200); SetAttackRange(200); setAttackSpeed(0.25f); setAnchor(Vector2(1200,1200)); setDefense(20); setSight(500); setLevel(6); setAllAnimationsArray(); currentAnimation = allAnimations[Animation_East]; }
Bruiser::Bruiser() { setTypeID(Boss_Bruiser); chargeDamage = 30; setCurrHealth(200); setMaxHealth(200); SetAttackRange(200); setAnchor(Vector2(1200,1200)); setAttackSpeed(0.5f); setDefense(15); setSight(600); setLevel(5); setAllAnimationsArray(); currentAnimation = allAnimations[Animation_East]; }
Flame::Flame(Vector2 const &_position, Vector2 const &_velocity, int _ID, float _currHealth, int _direction) { setTypeID(Boss_Flame); setCurrHealth(_currHealth); setMaxHealth(200); setPosition(_position); setVelocity(_velocity); setDirection(_direction); setID(_ID); SetAttackRange(200); setAttackSpeed(0.25f); setDefense(20); setSight(500); setLevel(6); setAnchor(Vector2(1200,1200)); setAllAnimationsArray(); currentAnimation = allAnimations[Animation_East]; }
Bruiser::Bruiser(Vector2 const &_position, Vector2 const &_velocity, int _ID, float _currHealth, int _direction) { setTypeID(Boss_Bruiser); chargeDamage = 30; setCurrHealth(_currHealth); setMaxHealth(200); setPosition(_position); setVelocity(_velocity); setDirection(_direction); setID(_ID); SetAttackRange(200); setAnchor(Vector2(1200,1200)); setAttackSpeed(0.5f); setDefense(15); setSight(600); setLevel(5); setAllAnimationsArray(); currentAnimation = allAnimations[Animation_East]; }