</attack>
</item>
<item name="Hunters Bow" type="Bow" drawOffset="5,16" maxStackSize="1" sound="assets/sounds/shortSwing.wav" sprite="assets/items/bow.png" cooldown="600">
- <attack effect="assets/effects/starAttack.gif">
+ <attack effect="assets/effects/bowhit.gif">
effect = function()
flash(255, 0, 255)
damage(4)
auto h = entity->component<Health>();
h->health -= d;
if (h->ouch != nullptr)
- Mix_PlayChannel(0, h->ouch, 0);
+ Mix_PlayChannel(1, h->ouch, 0);
return 0;
}
}
Render::worldShader.enable();
for (auto& ae : effects) {
ae.effect(ae.counter / RATE); // bind current frame
- auto dim = ae.effect.getTextureDim();
+ auto dim = ae.effect.getTextureDim() * game::HLINE;
auto s = ae.pos - (dim / 2);
GLfloat verts[] = {
s.x, s.y, z, 0, 0,