void loadEnemyOne(u8 i){ enemies[i].ints[0] = random() % 40; enemies[i].angle = ((random() % 4) * 256) + 128; enemies[i].speed = FIX32(2); } void updateEnemyOne(u8 i){ if(enemies[i].clock % 40 == enemies[i].ints[0] && enemies[i].onScreen){ enemies[i].clock % 80 == enemies[i].ints[0] ? sfxEnemyShotB() : sfxEnemyShotA(); struct bulletSpawner spawner = { .x = enemies[i].pos.x, .y = enemies[i].pos.y, .anim = 3 + (random() % 3), // .anim = 6, // .frame = 1, .speed = FIX32(2) + FIX16(random() % 4), .angle = random() % 128, }; switch(random() % 3){ case 1: spawner.anim += 3; break; case 2: spawner.anim += 6; break; } for(u8 j = 0; j < 8; j++){ spawnBullet(spawner, EMPTY); spawner.angle += 128; } } } void updateLander(u8 i){} void updateMutant(u8 i){} void updateSwarmer(u8 i){} void updatePod(u8 i){} void updateBomber(u8 i){} void updateBaiter(u8 i){}