Merge branch 'main' of yibble.dev:bulmanator/ld58
This commit is contained in:
@@ -1,7 +1,7 @@
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#include "game/world.h"
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#include "game/bandit.h"
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V2f shootTowards(Bandit *bandit, V2f target, Random* r)
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V2f ShootTowards(Bandit *bandit, V2f target, Random* r)
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{
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V2f shooterV2 = bandit->collision.pos;
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F32 randX = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
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@@ -71,7 +71,7 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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{
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bandit->bullets--;
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bandit->shootCooldownTimer = bandit->shootDelay;
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V2f banditShot = shootTowards(bandit, world->player.collision.pos, &world->random);
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V2f banditShot = ShootTowards(bandit, world->player.collision.pos, &world->random);
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if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){
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// gets shot lmao
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world->player.health--;
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@@ -85,3 +85,23 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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// TODO Running away
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}
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}
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void BanditDraw(D_Context *draw, Bandit *bandit)
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{
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G_Outfit *outfit = &bandit->outfit;
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R2f pframe = D_AnimationFrame(&outfit->state);
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for (U32 it = 0; it < G_OUTFIT_COMPONENT_COUNT; ++it)
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{
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U32 flipped = (outfit->dir & G_OUTFIT_DIR_FLIPPED) != 0;
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U32 dir = (outfit->dir & ~G_OUTFIT_DIR_FLIPPED);
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U32 tid = outfit->e[dir].e[it];
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if (tid != 0)
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{
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U32 flags = D_RECT_UV_ASPECT | (flipped ? D_RECT_FLIP_X : 0);
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D_Rect(draw, bandit->collision.pos.x, bandit->collision.pos.y, .texture = tid, .uv = pframe, .flags = flags);
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}
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}
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}
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