|
|
|
@ -61,7 +61,7 @@ struct Weapon pistol = {.name="Pistol", .range=3, .maxCapacity=12, .curCapacity= |
|
|
|
|
|
|
|
|
|
struct Entity * collisionDetect(int objYpos, int objXpos){ |
|
|
|
|
int i; |
|
|
|
|
for(i=0; i<MAX_ALIVE; i++){ |
|
|
|
|
for(i=1; i<MAX_ALIVE; i++){ |
|
|
|
|
if(allEntities[i].isAlive){ |
|
|
|
|
if(objYpos==allEntities[i].curYpos && objXpos==allEntities[i].curXpos){ |
|
|
|
|
return &allEntities[i]; |
|
|
|
@ -287,6 +287,16 @@ int main() { |
|
|
|
|
if (ch != ERR) {lastPressed=ch;}; |
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
|
struct Entity * hitEntity = collisionDetect(allEntities[0].curYpos, allEntities[0].curXpos); |
|
|
|
|
if(hitEntity){ |
|
|
|
|
if(hitEntity->type=="zombie"){ |
|
|
|
|
mvwprintw(viewportWin,1,1,"TEST");
|
|
|
|
|
allEntities[0].isAlive=0; |
|
|
|
|
hitEntity->isAlive=0; |
|
|
|
|
mvwaddch(viewportWin, allEntities[0].curYpos, allEntities[0].curXpos, ' '); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
} |
|
|
|
|