diff --git a/collisionDetection.c b/collisionDetection.c index a1426df..a076802 100644 --- a/collisionDetection.c +++ b/collisionDetection.c @@ -26,7 +26,7 @@ struct CollisionEvent collisionDetect(int objYpos, int objXpos){ } } - if(objYpos < 1 || objYpos > viewportWinRows-2 || objXpos < 1 || objXpos > viewportWinCols-2 ){ + if((objYpos < 1 || objYpos > viewportWinRows-2) || (objXpos < 1 || objXpos > viewportWinCols-2)){ struct CollisionEvent collisionEvent = {.collidedWithBoundary=1}; return collisionEvent; } diff --git a/drawWindows.c b/drawWindows.c index 42ad48f..d3fdee4 100644 --- a/drawWindows.c +++ b/drawWindows.c @@ -4,9 +4,6 @@ #include void updateViewportWin(){ - mvwprintw(viewportWin,10,10,"++++"); - mvwprintw(viewportWin,11,10,"+ +"); - mvwprintw(viewportWin,12,10,"+ +"); int i; for(i=0; i 1){ tryRandomEvent(); timerStart=clock(); @@ -16,8 +17,8 @@ void gameLoop(){ zombieModifier++; } moveZombies(); - updateInfoWin(); updateViewportWin(); + updateInfoWin(); doupdate(); int ch; ch = getch(); @@ -97,9 +98,8 @@ void gameLoop(){ allEntities[0].prevXpos=allEntities[0].curXpos; break; } + updateViewportWin(); checkPlayerCollision(); -// usleep(30000); - updateInfoWin(); updateViewportWin(); } } diff --git a/initializeWorld.c b/initializeWorld.c index dfedf5f..88aab31 100644 --- a/initializeWorld.c +++ b/initializeWorld.c @@ -25,7 +25,7 @@ void initializeWorld() { struct Weapon pistol = {.type="Pistol", .isAlive=1, .projectileRange=10, .maxCapacity=12, .curCapacity=12, .symbols="-\\|/-\\|/", .projectileSpeed=.02}; passableChars="#"; - unpassableChars="+\\|"; + unpassableChars="+"; viewportWinRows = 19; viewportWinCols = 80; diff --git a/weaponsSystem.c b/weaponsSystem.c index 6b87543..8cf32f7 100644 --- a/weaponsSystem.c +++ b/weaponsSystem.c @@ -7,6 +7,7 @@ void moveProjectiles(){ if(allProjectiles[i].isAlive && ((float)(clock() - allProjectiles[i].lastMoveClock)/CLOCKS_PER_SEC) > allProjectiles[i].speed){ allProjectiles[i].prevYpos=allProjectiles[i].curYpos; allProjectiles[i].prevXpos=allProjectiles[i].curXpos; + checkProjectileCollision(&allProjectiles[i]); switch(allProjectiles[i].direction){ case 'w':{ allProjectiles[i].curYpos--;