📄 enemy.h
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/*************************************************************************
"I Have No Tomatoes"
Copyright (c) 2004, Mika Halttunen
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute
it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product documentation
would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must
not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
Mika Halttunen <lsoft@mbnet.fi>
*************************************************************************/
#ifndef ENEMY_H
#define ENEMY_H
#include <list>
using namespace std;
#include "pathfinder.h"
#include "player.h"
// Number of enemies
#define ENEMY_AMOUNT 5
// Enemy animations
extern GLuint enemy1_anim;
// Enemy class
class ENEMY {
public:
int x, y; // Tile position
int tx, ty; // Target tile position
float offset; // Current offset
float speed; // Moving speed
int dir; // Direction
int nextdir; // Next direction
int turning; // Turning? (0 == false, 1 == raising up, 2 == turning, 3 == going down)
float turning_raise; // Raised position when turning
int turning_counter; // Counter for the turning animation
float size; // Sprite size
float anim; // Animation counter
int type; // Enemy type
bool alive; // Is the enemy alive?
bool dying; // Is the dying animation on?
float die_anim; // Die animation counter
int chase; // Are we chasing the players?
bool burning; // Are we burning?
int burn_time; // Burning time
bool kicked; // Has the potatoman kicked us?
PATHFINDER pf; // Path finder
int path_pos; // Current position along the path
// Functions
void clear(); // Clear the enemy
void move(); // Move the enemy
void draw(); // Draw the enemy
void die(); // Kill the enemy
void look_player(); // Look for the player and chase him
float get_real_x(); // Get current x with offset
float get_real_y(); // Get current y with offset
};
// Enemy list
extern list<ENEMY> enemylist;
void load_enemies();
void clear_enemies();
void draw_enemies();
void move_enemies();
#endif
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