-
Notifications
You must be signed in to change notification settings - Fork 3
Expand file tree
/
Copy pathmark.c
More file actions
61 lines (52 loc) · 1.4 KB
/
Copy pathmark.c
File metadata and controls
61 lines (52 loc) · 1.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
#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"
/** Mark konstansainak inicializálása */
void Init_Mark(struct character *c) {
// Mark relatív sebessége
c->speed = 0.75;
// 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;
// Damageek
Init_Damage(c);
c->melee.a_dmg.value = 48 / 8;
c->walk.dmg.value = 84 / 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;
}
/** Mark skilljeinek működése */
void Animate_Mark(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;
} //End of switch
}