int main () { TowerArray *tArray = initTowerArray(); /*Tower* initTower(int ttype, int x, int y, int damage, int range, int rtime, int lastShot);*/ Tower* tower1 = initTower(basicLine,20,30,3,3,3,1); //cant shoot Tower* tower2 = initTower(AOE,25,35,4,4,4,4); // can shoot Tower* tower3 = initTower(bomb,30,40,5,5,5,2); // can shoot Tower* tower4 = initTower(collat,35,45,6,6,6,7); //cant shoot tArray->towers[0] = *tower1; tArray->towers[1] = *tower2; tArray->towers[2] = *tower3; tArray->towers[3] = *tower4; tArray->size = 4; checkReload(tArray); updateReload(tArray); return 0; }
bool SimpleMageTowerlvl2::init() { if (!Sprite::init()) { return false; } setTowerType(MAGE_2); setLevel(2); addTerrain(); initTower(2); setListener(); setScope(180.0f); setUpdateMoney(240); setBuildMoney(260); isUpdateMenuShown = false; schedule(schedule_selector(SimpleMageTowerlvl2::shoot), 2.0f); SoundManager::playMageTower2Ready(); return true; }
bool ArchMageTower::init() { if (!Sprite::init()) { return false; } setTowerType(ARCHMAGE); DelayBullet[0] = NULL; DelayBullet[1] = NULL; DelayBullet[2] = NULL; setLevel(4); addTerrain(); initTower(4); setListener(); setScope(220.0f); setBuildMoney(730); isUpdateMenuShown = false; SoundManager::playArchmageReady(); schedule(schedule_selector(ArchMageTower::Attack), 2.0f); schedule(schedule_selector(ArchMageTower::AtTwister), 7.0f); return true; }