EnemyZombiePrisoner::EnemyZombiePrisoner(Level *curLevel) { SetRenderOffset(enemy_prisoner_zombie_render_offset); SetCurLife(enemy_prisoner_zombie_cur_life); SetNumLifeBars((int)(enemy_prisoner_zombie_cur_life * .2f + 1)); SetDamageTimer(.25); SetWeaponDamage(3); level_class = curLevel; ipFlags.S_ATTACK = true; SetMaxWalkVelocity(static_cast<float>(rand()%30 + 30)); rectDX = 15; rectDY = 45; rectXOffset = -nxOffSet; rectYOffset = -15; }
EnemyPrisonerRock::EnemyPrisonerRock(Level *curLevel) { SetRenderOffset(enemy_ninja_render_offset); SetCurLife(3); // SetSprite(1, 8); level_class = curLevel; rectDX = 15; rectDY = 45; rectXOffset = -nxOffSet; rectYOffset = -15; CR::Graphics::Sprite *temps; temps = graphics_engine->CreateSprite1(); temps->SetImage(CR::AssetList::prisoner_rock); }
EnemyDockWorkerWrench::EnemyDockWorkerWrench(Level *curLevel) { InitEnemy(base_enemy_type_2, base_x_velocity, base_y_velocity, 0, .15f, 0, true); level_class = curLevel; SetRenderOffset(10); SetMaxWalkVelocity(WALK_FAST); rectDX = 15; rectDY = 45; rectXOffset = -nOffSet; rectYOffset = 3; }
EnemyShadowElitePistol::EnemyShadowElitePistol(Level *curLevel) { // SetCurLife(enemy_blue_ninja_set_cur_life); SetSprite(1, CR::AssetList::elite_guard); level_class = curLevel; SetRenderOffset(9); SetCurLife(8); SetNumLifeBars(2); //SetCurLife(15); //SetNumLifeBars(3); rectDX = 15; rectDY = 45; rectXOffset = -nxOffSet; rectYOffset = -15; }
EnemyJunkbotFlying::EnemyJunkbotFlying(Level *curLevel) { InitEnemy(base_enemy_type_2, base_x_velocity, base_y_velocity, 0, .5, 0, true); SetMaxWalkVelocity(45); level_class = curLevel; SetRenderOffset(0); ipFlags.S_NO_GRAVITY = true; rectDX = 35; rectDY = 15; rectXOffset = -nOffSet-25; rectYOffset = -10; }
EnemyPunk::EnemyPunk(Level *curLevel) { InitEnemy(12, base_x_velocity, base_y_velocity, 0, 1, 0, true); SetRenderOffset(enemy_gmonstersmall_render_offset); level_class = curLevel; jumpMaxVelocity = -200.0; rectDX = 25; rectDY = 40; rectXOffset = -nOffSet; rectYOffset = -10; SetWeaponDamage(5); }
EnemyGMonsterFire::EnemyGMonsterFire(Level *curLevel) { InitEnemy(base_enemy_type_2, base_x_velocity, base_y_velocity, 0, .25, 0, true); // SetCurLife(enemy_gmonstersmall_cur_life); // SetNumLifeBars((int)(enemy_gmonstersmall_cur_life * .2f + 1)); SetRenderOffset(30); level_class = curLevel; // SetDamageTimer(.25); rectDX = 45; rectDY = 45; rectXOffset = -nxOffSet; rectYOffset = -15; }