Blender 3D :3
Finishing touches:
Complete:
Actor*enemy1=getclone2(player1Name, 0);
Actor*self=getclone2(player2Name, 0);
int enemy1x;
int enemy1y;
enemy1x=enemy1->x;
enemy1y=enemy1->y;
if(enemy1x>x)
{
char stand_right[50];
playerdir=2;
if((moveLeft==0)&&(moveRight==0)&&(attacksHolder==-1))
{
sprintf(stand_right, "%s_stand_right", player2AnimName);
ChangeAnimation("Event Actor", stand_right, NO_CHANGE);
}
}
if(enemy1x<x)
{
char stand_left[50];
playerdir=2;
if((moveLeft==0)&&(moveRight==0)&&(attacksHolder==-1))
{
sprintf(stand_left, "%s_stand_left", player2AnimName);
ChangeAnimation("Event Actor", stand_left, NO_CHANGE);
}
}
if(abs(enemy1x-x)>=40)
{
if((enemy1y-y)>40)
{
cpu_marioUp();
switch(playerdir)
{
case 1:
moveLeft=1;
break;
case 2:
moveRight=1;
break;
}
}
if((enemy1y-y)<40)
{
switch(playerdir)
{
case 1:
moveLeft=1;
break;
case 2:
moveRight=1;
break;
}
}
}
if(abs(enemy1x-x)>40)
{
if((enemy1y-y)>40)
{
cpu_marioUp();
switch(playerdir)
{
case 1:
moveLeft=1;
break;
case 2:
moveRight=1;
break;
}
}
if((enemy1y-y)<40)
{
//attack randomizer
}
}
Actor* player = getclone2(player1Name, 0);
if(distance(x,y, player->x, player->y)<40)
{
// attack the player
// you can set the direction, and then change the animation to your random attack
}
Fojam wrote:but i already have too many places in the code where the mario_ prefix is used, so that would take a whole day to fix.
int distance(x, y, player.x, player.y); // note I'm not using the Actor* so you'll have to change that
int dir = (player.x>x)-(player.x<x);
switch(dir)
{
case -1: // player is the the left
break;
case 0: // player's x == x
break;
case 1:
break;
}
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