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Copy pathbandit.c
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60 lines (52 loc) · 1.47 KB
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#include <string.h>
#include <stdlib.h>
#include <SDL.h>
#include <SDL_image.h>
#include "flare.h"
#include "bandit.h"
#include "character.h"
#include "main.h"
/** A bandita konstansainak inicializálása */
void Init_Bandit(struct character *c) {
// Relatív sebesség (a játékosunké 1)
c->speed = 0.8;
// Frame Nok
c->a_walk_No = 4;
c->a_melee_No = 6;
c->s_walk_No = 3;
c->ground_No = 6;
c->air_No = 4;
c->dead_No = 4;
// Cooldownok
c->a_melee_cd = 1400;
c->s_walk_cd = 5000;
// Damagek
Init_Damage(c);
c->melee.a_dmg.value = 24 / 8;
c->walk.dmg.value = 42 / 21;
c->melee.a_dmg.range[1] = framesize;
c->melee.a_dmg.range[3] = framesize;
c->melee.a_dmg.range[5] = framesize;
c->walk.dmg.range[1] = framesize;
c->melee.a_dmg.impact[5] = 3;
c->walk.dmg.impact[1] = 2;
}
/** A bandita skilljei (ami nincs külön leírva a switchbe, az ugyan úgy működik mint Woodynál) */
void Animate_Bandit(int Tick, struct character *player, struct projectile **projs) {
switch (player->act) {
case a_melee:
if(Tick%8 == 0) {
player->state++;
if(player->state == player->a_melee_No || player->melee.next == 0) {
player->act = a_walk;
player->state = 0;
}
player->melee.next--;
}
player->dmg = player->melee.a_dmg;
break;
default:
Animate_Flare (Tick, player, projs);
break;
}
}