Tweak Zombie Modifier logic

main
Jerry Aldrich 11 years ago
parent 93d0c12e4b
commit 3edc2f3054
  1. 4
      collisionDetection.c
  2. 3
      events.c
  3. 11
      gameLoop.c
  4. 17
      zombies.c

@ -30,7 +30,9 @@ void checkProjectileCollision(struct Projectile *projectileRef ){
allEntities[0].killCount++; allEntities[0].killCount++;
if (allEntities[0].killCount != 0 && allEntities[0].killCount%5==0){ if (allEntities[0].killCount != 0 && allEntities[0].killCount%5==0){
itemModifier++; itemModifier++;
zombieModifier-5; if(zombieModifier>5){
zombieModifier-=5;
}
} }
mvwaddch(viewportWin, collisionEvent.collidedWithEntity->curYpos, collisionEvent.collidedWithEntity->curXpos, ' '); mvwaddch(viewportWin, collisionEvent.collidedWithEntity->curYpos, collisionEvent.collidedWithEntity->curXpos, ' ');
} }

@ -32,7 +32,4 @@ void randomEvents(){
addZombie(openPos.y, openPos.x); addZombie(openPos.y, openPos.x);
zombieModifier++; zombieModifier++;
} }
if (eventTrigger==zombieModifier){
addHorde();
}
} }

@ -56,17 +56,6 @@ void gameLoop(){
} }
break; break;
} }
case 'z':
case 'Z':{
struct OpenPos openPos = getOpenPos();
addZombie(openPos.y,openPos.x);
break;
}
case '=':{
struct OpenPos openPos = getOpenPos();
addItem("Pistol Magazine",openPos.y,openPos.x);
break;
}
case KEY_UP:{ case KEY_UP:{
if(allEntities[0].weapons[allEntities[0].curWeapon].curCapacity>0){ if(allEntities[0].weapons[allEntities[0].curWeapon].curCapacity>0){
fireWeapon(&allEntities[0].weapons[allEntities[0].curWeapon], "up"); fireWeapon(&allEntities[0].weapons[allEntities[0].curWeapon], "up");

@ -25,23 +25,6 @@ void addZombie(int y, int x){
} }
} }
void addHorde(){
// if(getOpenPos()){
// int y=openPos.y;
// int x=openPos.x;
// addZombie();
/*
addZombie(y-1,x);
addZombie(y,x-1);
addZombie(y-1,x-1);
addZombie(y+1,x);
addZombie(y,x+1);
addZombie(y+1,x+1);
addZombie(y-1,x+1);
addZombie(y+1,x-1);
*/
// }
}
void moveZombies(){ void moveZombies(){
int i; int i;

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