Tweak spawning logic

main
Jerry Aldrich 11 years ago
parent e4e10b825b
commit 7b4d6573bd
  1. 4
      collisionDetection.c
  2. 2
      drawWindows.c
  3. 5
      events.c
  4. 5
      zombies.c
  5. 1
      zombies.h

@ -28,8 +28,9 @@ void checkProjectileCollision(struct Projectile *projectileRef ){
projectileRef->isAlive=0;
collisionEvent.collidedWithEntity->isAlive=0;
allEntities[0].killCount++;
if (allEntities[0].killCount != 0 && allEntities[0].killCount%10==0){
if (allEntities[0].killCount != 0 && allEntities[0].killCount%5==0){
itemModifier++;
zombieModifier-5;
}
mvwaddch(viewportWin, collisionEvent.collidedWithEntity->curYpos, collisionEvent.collidedWithEntity->curXpos, ' ');
}
@ -42,7 +43,6 @@ void checkPlayerCollision(){
if(!strcmp(collisionEvent.collidedWithEntity->type,"zombie")){
collisionEvent.collidedWithEntity->isAlive=0;
mvwaddch(viewportWin, allEntities[0].curYpos, allEntities[0].curXpos, ' ');
drawGameOverWin();
}
}

@ -9,8 +9,6 @@ void drawScore(){
mvwprintw(scoreWin, 2, 1, "Ammo: %d/%d:%d",allEntities[0].weapons[allEntities[0].curWeapon].curCapacity,allEntities[0].weapons[allEntities[0].curWeapon].maxCapacity,allEntities[0].weapons[allEntities[0].curWeapon].curMags);
mvwprintw(scoreWin,3,1,"Zombies Killed: %d",allEntities[0].killCount);
mvwprintw(scoreWin,4,1,"Projectiles Fired: %d",allEntities[0].projectilesFired);
mvwprintw(scoreWin,5,1,"Zombie Modifier: %d",zombieModifier);
mvwprintw(scoreWin,6,1,"Item Modifier: %d",itemModifier);
wnoutrefresh(scoreWin);
}

@ -27,8 +27,11 @@ void randomEvents(){
getOpenPos();
addItem("Pistol Magazine", openPos.y, openPos.x);
}
if (eventTrigger < 10+zombieModifier){
if (eventTrigger < 10+zombieModifier){
addZombie();
zombieModifier++;
}
if (eventTrigger==zombieModifier){
addHorde();
}
}

@ -44,6 +44,11 @@ void addZombie(){
}
}
void addHorde(){
getOpenPos();
}
void moveZombies(){
int i;
for(i=1;i<MAX_ENTITIES;i++){

@ -2,6 +2,7 @@
#define _ZOMBIES
void addZombies();
void addHorde();
void moveZombies();
#endif

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