#include "Class.h" #include "olcPixelGameEngine.h" #include "DEFINES.h" #include "Player.h" #include "Effect.h" #include "Crawler.h" INCLUDE_MONSTER_LIST INCLUDE_BULLET_LIST INCLUDE_game std::string Witch::name="Witch"; Class Witch::cl=WITCH; Ability Witch::rightClickAbility={"???",15,0,VERY_DARK_BLUE,DARK_BLUE}; Ability Witch::ability1={"???",12,40}; Ability Witch::ability2={"???",15,50}; Ability Witch::ability3={"???",40,60}; Ability Witch::ability4={"???",0,0}; AnimationState Witch::idle_n=WARRIOR_IDLE_N; AnimationState Witch::idle_e=WARRIOR_IDLE_E; AnimationState Witch::idle_s=WARRIOR_IDLE_S; AnimationState Witch::idle_w=WARRIOR_IDLE_W; AnimationState Witch::walk_n=WARRIOR_WALK_N; AnimationState Witch::walk_e=WARRIOR_WALK_E; AnimationState Witch::walk_s=WARRIOR_WALK_S; AnimationState Witch::walk_w=WARRIOR_WALK_W; SETUP_CLASS(Witch) void Witch::OnUpdate(float fElapsedTime){ } bool Witch::AutoAttack(){ return false; } void Witch::InitializeClassAbilities(){ #pragma region Witch Right-click Ability (???) Witch::rightClickAbility.action= [](Player*p,vf2d pos={}){ return false; }; #pragma endregion #pragma region Witch Ability 1 (???) Witch::ability1.action= [](Player*p,vf2d pos={}){ return false; }; #pragma endregion #pragma region Witch Ability 2 (???) Witch::ability2.action= [](Player*p,vf2d pos={}){ return false; }; #pragma endregion #pragma region Witch Ability 3 (???) Witch::ability3.action= [](Player*p,vf2d pos={}){ return false; }; #pragma endregion }