Increase draw frequency

main
Jerry Aldrich 11 years ago
parent 70c511c26e
commit 827a493c3a
  1. 2
      collisionDetection.c
  2. 3
      drawWindows.c
  3. 2
      events.c
  4. 6
      gameLoop.c
  5. 2
      initializeWorld.c
  6. 1
      weaponsSystem.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}; struct CollisionEvent collisionEvent = {.collidedWithBoundary=1};
return collisionEvent; return collisionEvent;
} }

@ -4,9 +4,6 @@
#include <weaponsSystem.h> #include <weaponsSystem.h>
void updateViewportWin(){ void updateViewportWin(){
mvwprintw(viewportWin,10,10,"++++");
mvwprintw(viewportWin,11,10,"+ +");
mvwprintw(viewportWin,12,10,"+ +");
int i; int i;
for(i=0; i<MAX_ITEMS; i++){ for(i=0; i<MAX_ITEMS; i++){
if(allItems[i].isAlive){ if(allItems[i].isAlive){

@ -25,7 +25,7 @@ void tryRandomEvent(){
struct OpenPos openPos = getOpenPos(); struct OpenPos openPos = getOpenPos();
addItem("Pistol Magazine", openPos.y, openPos.x); addItem("Pistol Magazine", openPos.y, openPos.x);
} }
if (eventTrigger < 10+zombieModifier){ if (eventTrigger < 1+zombieModifier){
struct OpenPos openPos = getOpenPos(); struct OpenPos openPos = getOpenPos();
addZombie(openPos.y, openPos.x); addZombie(openPos.y, openPos.x);
} }

@ -8,6 +8,7 @@ void gameLoop(){
while(1) { while(1) {
secsElapsed = (float)(clock() - startTime)/CLOCKS_PER_SEC; secsElapsed = (float)(clock() - startTime)/CLOCKS_PER_SEC;
moveProjectiles(); moveProjectiles();
updateViewportWin();
if((float)(clock() - timerStart)/CLOCKS_PER_SEC > 1){ if((float)(clock() - timerStart)/CLOCKS_PER_SEC > 1){
tryRandomEvent(); tryRandomEvent();
timerStart=clock(); timerStart=clock();
@ -16,8 +17,8 @@ void gameLoop(){
zombieModifier++; zombieModifier++;
} }
moveZombies(); moveZombies();
updateInfoWin();
updateViewportWin(); updateViewportWin();
updateInfoWin();
doupdate(); doupdate();
int ch; int ch;
ch = getch(); ch = getch();
@ -97,9 +98,8 @@ void gameLoop(){
allEntities[0].prevXpos=allEntities[0].curXpos; allEntities[0].prevXpos=allEntities[0].curXpos;
break; break;
} }
updateViewportWin();
checkPlayerCollision(); checkPlayerCollision();
// usleep(30000);
updateInfoWin();
updateViewportWin(); updateViewportWin();
} }
} }

@ -25,7 +25,7 @@ void initializeWorld() {
struct Weapon pistol = {.type="Pistol", .isAlive=1, .projectileRange=10, .maxCapacity=12, .curCapacity=12, .symbols="-\\|/-\\|/", .projectileSpeed=.02}; struct Weapon pistol = {.type="Pistol", .isAlive=1, .projectileRange=10, .maxCapacity=12, .curCapacity=12, .symbols="-\\|/-\\|/", .projectileSpeed=.02};
passableChars="#"; passableChars="#";
unpassableChars="+\\|"; unpassableChars="+";
viewportWinRows = 19; viewportWinRows = 19;
viewportWinCols = 80; viewportWinCols = 80;

@ -7,6 +7,7 @@ void moveProjectiles(){
if(allProjectiles[i].isAlive && ((float)(clock() - allProjectiles[i].lastMoveClock)/CLOCKS_PER_SEC) > allProjectiles[i].speed){ if(allProjectiles[i].isAlive && ((float)(clock() - allProjectiles[i].lastMoveClock)/CLOCKS_PER_SEC) > allProjectiles[i].speed){
allProjectiles[i].prevYpos=allProjectiles[i].curYpos; allProjectiles[i].prevYpos=allProjectiles[i].curYpos;
allProjectiles[i].prevXpos=allProjectiles[i].curXpos; allProjectiles[i].prevXpos=allProjectiles[i].curXpos;
checkProjectileCollision(&allProjectiles[i]);
switch(allProjectiles[i].direction){ switch(allProjectiles[i].direction){
case 'w':{ case 'w':{
allProjectiles[i].curYpos--; allProjectiles[i].curYpos--;

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