Adding attacks to the combat system

This commit is contained in:
Anonymus Raccoon
2020-04-28 16:04:13 +02:00
parent eff62fe3f5
commit 9540aaf0d5
11 changed files with 125 additions and 37 deletions
+2 -1
View File
@@ -10,6 +10,7 @@
#include "entity.h"
void set_combat_player(gc_entity *main_player, gc_entity *combat_player);
void set_combat_player(gc_engine *engine, gc_entity *main_player, \
gc_entity *combat_player);
#endif //MY_RPG_PLAYER_UTILITIES_H
+1
View File
@@ -59,5 +59,6 @@ void fireball(gc_engine *engine, gc_entity *from, gc_entity *enemy);
void uppercut(gc_engine *engine, gc_entity *from, gc_entity *enemy);
void water_jet(gc_engine *engine, gc_entity *from, gc_entity *enemy);
void shield(gc_engine *engine, gc_entity *from, gc_entity *enemy);
void ennemie_attack(gc_engine *engine, gc_entity *from, gc_entity *enemy);
void load_attacks(gc_scene *scene);
+2
View File
@@ -29,6 +29,8 @@ struct combat_manager {
struct enemy *current_enemy;
struct attack_holder *next_enemy_attack;
enum combat_state state;
char *last_attack;
int last_damage;
};
extern const struct combat_manager combat_manager;