Implements player special abilities and skills. More...
#include <player.h>#include <time_system.h>#include <timer.h>#include <sound.h>#include <camera.h>#include <random.h>#include <gun.h>#include <bullet.h>#include <enemy_types.h>#include <input.h>#include <stdlib.h>#include <circle.h>#include <math.h>Functions | |
| int | Player_Dash () |
| [Utility] Initiates player dash movement if conditions are met | |
| int | Player_HandleDash () |
| [Utility] Processes player dash state and effects | |
| bool | LastStand () |
| int | overPressured () |
| void | scavenger () |
| void | hemocycle () |
| void | armoredUp () |
| bool | kineticArmor () |
| bool | ghostLoad () |
| void | Skill_Update () |
| int | Player_CrashOut () |
| [Utility] Activates the Crashout skill, sacrificing health for damage | |
| int | Player_HandleCrashOut () |
| [Update] Handles the Crashout skill state and effects | |
| int | Parry () |
| int | Handle_ParryRender () |
| int | Handle_Parry () |
Implements player special abilities and skills.
Handles the activation, cooldown and effects of player skills such as dashing, special attacks, and other abilities.
| void armoredUp | ( | ) |
| bool ghostLoad | ( | ) |
| int Handle_Parry | ( | ) |
| int Handle_ParryRender | ( | ) |
| void hemocycle | ( | ) |
| bool kineticArmor | ( | ) |
| bool LastStand | ( | ) |
| int overPressured | ( | ) |
| int Parry | ( | ) |
| int Player_CrashOut | ( | ) |
[Utility] Activates the Crashout skill, sacrificing health for damage
Activates crashout ability.
Takes 25% of the player's current health and gives a 2x damage multiplier for 15 seconds. Has a cooldown before it can be used again.
| int Player_Dash | ( | ) |
[Utility] Initiates player dash movement if conditions are met
Initiates player dash.
Activates the dash ability if off cooldown and player has directional input. Plays dash sound effect and locks direction during dash.
| int Player_HandleCrashOut | ( | ) |
[Update] Handles the Crashout skill state and effects
Handles ongoing crashout state.
Updates visual effects, checks duration, and resets state when completed.
| int Player_HandleDash | ( | ) |
[Utility] Processes player dash state and effects
Handles ongoing dash state.
This is called every frame player.state.dashing is true. Updates dash particle effects and handles dash movement.
| void scavenger | ( | ) |
| void Skill_Update | ( | ) |