diff options
author | drumsetmonkey <abelleisle@roadrunner.com> | 2015-12-14 08:25:15 -0500 |
---|---|---|
committer | drumsetmonkey <abelleisle@roadrunner.com> | 2015-12-14 08:25:15 -0500 |
commit | c5050b17d16670c6151d5c135c3b01d66b7530f9 (patch) | |
tree | d8cffed7b2a576023e013b2133504d273e85b652 /src/entities.cpp | |
parent | b477db406b9d7aa4f62a750c9ae3c3cedc533b3b (diff) |
Added particles
Diffstat (limited to 'src/entities.cpp')
-rw-r--r-- | src/entities.cpp | 24 |
1 files changed, 21 insertions, 3 deletions
diff --git a/src/entities.cpp b/src/entities.cpp index a04b638..1fefa9a 100644 --- a/src/entities.cpp +++ b/src/entities.cpp @@ -10,6 +10,8 @@ extern Player *player; extern const char *itemName; +extern + void getRandomName(Entity *e){ int tempNum,max=0; char *bufs; @@ -57,6 +59,7 @@ void Entity::spawn(float x, float y){ //spawns the entity you pass to it based o near = false; canMove = true; ground = false; + hit = false; ticksToUse = 0; @@ -116,12 +119,12 @@ NPC::~NPC(){ } Structures::Structures(){ //sets the structure type - health = maxHealth = 1; + health = maxHealth = 25; alive = false; near = false; - tex = new Texturec(1,"assets/house1.png"); + tex = new Texturec(3,"assets/house1.png", "assets/house2.png", "assets/fountain1.png"); inWorld = NULL; name = NULL; @@ -211,6 +214,7 @@ void Entity::draw(void){ //draws the entities static int texState = 0; static bool up = true; if(loops % (int)((float)4/(float)speed) == 0){ + //currentWorld->addParticle(loc.x,loc.y-HLINE,HLINE,HLINE,0,0,{0.0f,.17f,0.0f},1000); if(up){ if(++texState==2)up=false; tex->bindNext(); @@ -241,6 +245,19 @@ void Entity::draw(void){ //draws the entities break; } break; + case STRUCTURET: + for(auto &strt : currentWorld->build){ + if(this == strt){ + if(strt->bsubtype == HOUSE){ + tex->bind(0); + }else if(strt->bsubtype == HOUSE2){ + tex->bind(1); + }else if(strt->bsubtype == FOUNTAIN){ + tex->bind(2); + } + } + } + break; default: tex->bind(0); break; @@ -369,7 +386,7 @@ void Object::interact(void){ * point to have non-normal traits so it could be invisible or invincible... */ -unsigned int Structures::spawn(_TYPE t, float x, float y){ +unsigned int Structures::spawn(_TYPE t, BUILD_SUB sub, float x, float y){ loc.x = x; loc.y = y; type = t; @@ -378,6 +395,7 @@ unsigned int Structures::spawn(_TYPE t, float x, float y){ width = 50 * HLINE; height = 40 * HLINE; + bsubtype = sub; /* * tempN is the amount of entities that will be spawned in the village. Currently the village |