void boss_animation()
{
for (int i = 0; i < 4; i++){
if( ! boss[i].drawable)
continue;
//Puts image of character on screen based on inputs from struct
readimagefile(boss[i].frames[boss[i].currentFrame],
boss[i].xCoord,
boss[i].yCoord,
boss[i].xCoord + boss[i].charWidth,
boss[i].yCoord + boss[i].charHeight );
boss[i].currentFrame++; //increments the "frame" by one, thus only animating one image at a time
if(boss[i].currentFrame == boss[i].animationFrames){
boss[i].currentFrame = 0;} //When frame 4 is reached, it resorts back to first frame and restarts
//character[i].drawable = 0;}
boss[i].xCoord += boss[i].xMove;
boss[i].yCoord += boss[i].yMove;
}
for (int i = 4; i < 8; i++){
if( ! boss[i].drawable)
continue;
if(i == 4){
while(boss[i].xCoord < 733) {
//Puts image of character on screen based on inputs from struct
readimagefile(boss[i].frames[boss[i].currentFrame],
boss[i].xCoord,
boss[i].yCoord,
boss[i].xCoord + boss[i].charWidth,
boss[i].yCoord + boss[i].charHeight );
boss[i].currentFrame++; //increments the "frame" by one, thus only animating one image at a time
if(boss[i].currentFrame == boss[i].animationFrames){
boss[i].currentFrame = 0;}
boss[i].xCoord = boss[i].xCoord + 10;}}
else if(i == 5){
while(boss[i].xCoord > 30){
//Puts image of character on screen based on inputs from struct
readimagefile(boss[i].frames[boss[i].currentFrame],
boss[i].xCoord,
boss[i].yCoord,
boss[i].xCoord + boss[i].charWidth,
boss[i].yCoord + boss[i].charHeight );
boss[i].currentFrame++; //increments the "frame" by one, thus only animating one image at a time
if(boss[i].currentFrame == boss[i].animationFrames){
boss[i].currentFrame = 0;}
boss[i].xCoord = boss[i].xCoord - 10;}}
else if(i == 6){
while(boss[i].yCoord > 60){
//Puts image of character on screen based on inputs from struct
readimagefile(boss[i].frames[boss[i].currentFrame],
boss[i].xCoord,
boss[i].yCoord,
boss[i].xCoord + boss[i].charWidth,
boss[i].yCoord + boss[i].charHeight );
boss[i].currentFrame++; //increments the "frame" by one, thus only animating one image at a time
if(boss[i].currentFrame == boss[i].animationFrames){
boss[i].currentFrame = 0;}
boss[i].yCoord = boss[i].yCoord - 10;}}
else if(i == 7){
while(boss[i].yCoord < 682){
//Puts image of character on screen based on inputs from struct
readimagefile(boss[i].frames[boss[i].currentFrame],
boss[i].xCoord,
boss[i].yCoord,
boss[i].xCoord + boss[i].charWidth,
boss[i].yCoord + boss[i].charHeight );
boss[i].currentFrame++; //increments the "frame" by one, thus only animating one image at a time
if(boss[i].currentFrame == boss[i].animationFrames){
boss[i].currentFrame = 0;}
boss[i].yCoord = boss[i].yCoord + 10;}}
//putimage(0, 0, bkimage, COPY_PUT);
//Sleep(10);
}
}
void playBoss(){
int olddirection = 0, newdirection = 0;
int bossDirection;
int health = 500;
int activate = 0;
initSectors2();
initSectors3();
do {
bossDirection = rand() % 4;
if(bossDirection == 0)
newdirection = 0;
if(bossDirection == 1)
newdirection = 1;
if(bossDirection == 2)
newdirection = 2;
if(bossDirection == 3)
newdirection = 3;
if(boss[newdirection].xCoord == character[newdirection].xCoord || boss[newdirection].yCoord == character[newdirection].yCoord){
if(newdirection == 0){
newdirection = 4;}
else if(newdirection == 1){
newdirection = 5;}
else if(newdirection == 2){
newdirection = 6;}
else if(newdirection == 3){
newdirection = 7;}
}
if(olddirection != newdirection){
boss[newdirection].xCoord = boss[olddirection].xCoord;
boss[newdirection].yCoord = boss[olddirection].yCoord;
boss[olddirection].drawable = 0;
boss[newdirection].drawable = 1;
boss[newdirection].currentFrame = 0;
if(newdirection == 0 || newdirection == 1 || newdirection == 2 || newdirection == 3){
olddirection = newdirection;}
}
checkSectorsBoss();
shadowballSectors();
boss_animation();
Sleep(70);
check_boss();
activate = 1;
}
while(health > 0);
}
So these are my functions that handle my character direction and what animation to perform for such direction. What I am attemtping to do now is somehow, when boss hits character stop animation and character loses health. When i=4 through i=7 is boss shooting.
Ok, I guess my exact problem is shooting AT character, then stop animation on contact with character. What I have now allows boss to shoot... but its just a sporadic shoot haha... I am thinking do some sort of check for when boss crosses xCoord path with character or yCoord path with character, shoot in such direction, but then I have hit roadblocks with how to implement this.