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void InitBad(BadGuy &bad)
{
bad.x = 600;
bad.y = 200;
bad.ID = ENEMY;
bad.boundx = bad.x + 30;
bad.boundy = bad.y + 30;
bad.live = true;
}
void DrawBad(BadGuy &bad)
{
if(bad.live)
{
al_draw_filled_rectangle(bad.x, bad.y, bad.x + 30, bad.y + 30, al_map_rgb(0, 0, 255));
}
}
void InitSword(Sword &sword)
{
sword.ID = SWORD;
sword.live = false;
sword.boundx = sword.x + 30;
sword.boundy = sword.y + 15;
}
void DrawSword(Sword &sword, Dude &dude)
{
if(sword.live)
{
al_draw_filled_rectangle(dude.x + 30, dude.y + 12, dude.x + 60, dude.y + 17, al_map_rgb(127, 127, 127));
}
}
void SwingSword(Sword &sword, Dude &dude)
{
if(!sword.live)
{
sword.x = dude.x + 30;
sword.y = dude.y + 15;
sword.live = true;
}
}
void UpdateSword(Sword &sword)
{
if(sword.live)
sword.live = false;
}
void CollideSword(Sword &sword, BadGuy &bad)
{
if(sword.live)
{
if(bad.live)
{
if(sword.boundx < (bad.x + bad.boundx) &&
sword.boundx > (bad.x - bad.boundx) &&
sword.boundy < (bad.y + bad.boundy) &&
sword.boundy > (bad.y - bad.boundy))
{
bad.live = false;
}
}
}
}
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