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168 lines (161 loc) · 6.04 KB
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#include <SDL_image.h>
#include "flare.h"
#include "hunter.h"
#include "character.h"
#include "main.h"
#include "imgload.h"
#include "music.h"
/** Iniciálja az íjász karakter */
void Init_Hunter(struct character *c) {
// Speed
c->speed = 0.7;
// Frame No's
c->a_walk_No = 4;
c->a_melee_No = 3;
//c->jump_attack2_No = 5; // Ez a skill is működik, csak a kommenteket kell kiszedni (de annyira nem illik bele a játékba)
//c->jump_attack2_proj_No = 6;
//c->jump_attack_exp_No = 11;
c->a_cast_No = 10;
c->s_cast_No = 5;
c->a_proj_No = 6;
c->a_exp_No = 4;
c->s_proj_No = 1;
c->s_vanish_No = 1;
c->ground_No = 6;
c->air_No = 4;
c->dead_No = 4;
// Cooldowns
c->a_melee_cd = 1500;
c->a_cast_cd = 1000;
c->s_cast_cd = 1500;
c->jump_attack_cd = 5000;
// Damage
Init_Damage(c);
c->ranged.s_dmg.value = 45;
c->ranged.a_dmg.value = 60;
//c->jump.dmg2.value = 65;
c->melee.a_dmg.value = 27 / 9;
// Range
c->ranged.s_dmg.range[0] = framesize / 2;
c->ranged.s_dmg.range[1] = framesize / 2;
c->ranged.a_dmg.range[0] = framesize / 2;
c->ranged.a_dmg.range[1] = framesize / 2;
//c->jump.dmg2.range[0] = framesize / 2;
//c->jump.dmg2.range[1] = 1.5 * framesize;
c->melee.a_dmg.range[2] = framesize;
// Impact
c->ranged.s_dmg.impact[0] = 4;
c->ranged.a_dmg.impact[0] = 4;
//c->jump.dmg2.impact[0] = 4;
c->melee.a_dmg.impact[2] = 2;
}
/** Animálja az íjász skilljeit */
void Animate_Hunter(int Tick, struct character *player, struct projectile **projs) {
switch (player->act) {
case a_ranged:
if(Tick%7 == 0) {
player->state++;
if(player->state == 4) {
(*projs) = summon_projectile((*projs), player, normal);
soundeffect(chunk_arrow, player->loc.x + framesize/2, player->loc.y + framesize/2);
}
if(player->state == 9) {
(*projs) = summon_projectile((*projs), player, normal2);
soundeffect(chunk_arrow, player->loc.x + framesize/2, player->loc.y + framesize/2);
}
if(player->state == player->a_cast_No) {
player->act = a_walk;
player->state = 0;
player->ranged.a_cd = GetTicks() + player->a_cast_cd;
}
}
player->dmg = player->ranged.a_dmg;
break;
case s_ranged:
if(Tick%7 == 0) {
player->state++;
if(player->state == player->s_cast_No) {
(*projs) = summon_projectile((*projs), player, arrow);
soundeffect(chunk_arrow, player->loc.x + framesize/2, player->loc.y + framesize/2);
player->act = a_walk;
player->state = 0;
player->ranged.s_cd = GetTicks() + player->s_cast_cd;
}
}
player->dmg = player->ranged.s_dmg;
break;
case a_melee:
if(Tick%9 == 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;
case jump_attack2:
if(Tick%5 == 0)
{
player->state++;
if(player->state == player->jump_attack2_No)
{
(*projs) = summon_projectile((*projs), player, jump_attack2_proj);
soundeffect(chunk_arrow, player->loc.x + framesize/2, player->loc.y + framesize/2);
player->act = flip;
player->flip.type = backward;
if(player->dir == right)
{
player->flip.angle = 30;
player->flip.current = RotateSurface(player->jump.ra, 30);
player->flip.base = player->jump.ra;
player->vx = -4;
player->loc.x -= player->flip.current->w/2 - player->jump.ra->w/2;
player->loc.y -= player->flip.current->h/2 - player->jump.ra->h/2;
player->flip.x = player->flip.current->w/2;
player->flip.y = player->flip.current->h/2;
}
else
{
player->flip.angle = -30;
player->flip.current = RotateSurface(player->jump.la, -30);
player->flip.base = player->jump.la;
player->vx = 4;
player->loc.x -= player->flip.current->w/2 - player->jump.la->w/2;
player->loc.y -= player->flip.current->h/2 - player->jump.la->h/2;
player->flip.x = player->flip.current->w/2;
player->flip.y = player->flip.current->h/2;
}
player->flip.angle_inc = 5;
player->vy = -2;
player->state = 0;
player->jump.second = true;
}
}
player->dmg = player->jump.dmg2;
break;
case ground:
if(Tick%7 == 0) {
if(player->state == 0 && player->ground.get_up == false) {
player->ground.cd = GetTicks() + rand()%300 + 200;
player->ground.get_up = true;
} else if(GetTicks() > player->ground.cd) {
player->state++;
if(player->side == hero)
player->vunerable = GetTicks() + 250;
if(player->state == player->ground_No) {
player->melee.a_cd = GetTicks() + player->a_melee_cd; // A felkeléskor mindenképpen használ egy melee ütést (a felkelés animációjában is benne van).
player->act = a_walk;
player->state = 0;
player->jump.second = false; // Ha éppen a második ugrás közbe ütötték volna meg
player->ground.get_up = false;
}
}
}
break;
default:
Animate_Flare (Tick, player, projs);
break;
} //End of switch
}