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-rw-r--r--src/entities.cpp14
1 files changed, 9 insertions, 5 deletions
diff --git a/src/entities.cpp b/src/entities.cpp
index 0479d5e..acc45bd 100644
--- a/src/entities.cpp
+++ b/src/entities.cpp
@@ -227,28 +227,32 @@ void Player::interact(){ //the function that will cause the player to search for
* the memory address passed to it is directly modified.
*/
-void NPC::wander(int timeRun, vec2 *v){ //this makes the entites wander about
+void NPC::wander(int timeRun){
+
/*
* Direction is the variable that decides what direction the entity will travel in
* the value is either -1, 0, or 1. -1 being left, 0 means that the npc will stay still
* and a value of 1 makes the entity move to the right
*/
- static int direction; //variable to decide what direction the entity moves
+
+ static int direction;
+
/*
* Ticks to use is a variable in the entity class that counts the total ticks that need to be used
*
* This loop only runs when ticksToUse is 0, this means that the speed, direction, etc... Will be
* calculated only after the npc has finished his current walking state
*/
+
if(ticksToUse == 0){
ticksToUse = timeRun;
- v->x = .008*HLINE; //sets the inital velocity of the entity
+ vel.x = .008*HLINE; //sets the inital velocity of the entity
direction = (getRand() % 3 - 1); //sets the direction to either -1, 0, 1
//this lets the entity move left, right, or stay still
if(direction==0)ticksToUse*=2;
- v->x *= direction; //changes the velocity based off of the direction
+ vel.x *= direction; //changes the velocity based off of the direction
}
- ticksToUse--; //removes one off of the entities timer
+ ticksToUse--; //removes one off of the entities timer
}
std::vector<int (*)(NPC *)> AIpreload; // A dynamic array of AI functions that are being preloaded