Add Kill Count and Projectiles Fired

main
Jerry Aldrich 11 years ago
parent 4ae198a646
commit cb8c93f33a
  1. 2
      drawWindows.c
  2. 4
      structs.h
  3. 2
      weaponsSystem.c

@ -7,6 +7,8 @@ void drawScore(){
box(scoreWin, 0, 0); box(scoreWin, 0, 0);
mvwprintw(scoreWin, 1, 1, "Current Weapon: %s",allEntities[0].weapons[allEntities[0].curWeapon].name); mvwprintw(scoreWin, 1, 1, "Current Weapon: %s",allEntities[0].weapons[allEntities[0].curWeapon].name);
mvwprintw(scoreWin, 2, 1, "Ammo: %d/%d",allEntities[0].weapons[allEntities[0].curWeapon].curCapacity,allEntities[0].weapons[allEntities[0].curWeapon].maxCapacity); mvwprintw(scoreWin, 2, 1, "Ammo: %d/%d",allEntities[0].weapons[allEntities[0].curWeapon].curCapacity,allEntities[0].weapons[allEntities[0].curWeapon].maxCapacity);
mvwprintw(scoreWin,3,1,"Zombies Killed: %d",allEntities[0].killCount);
mvwprintw(scoreWin,4,1,"Projectiles Fired: %d",allEntities[0].projectilesFired);
wnoutrefresh(scoreWin); wnoutrefresh(scoreWin);
} }

@ -12,12 +12,16 @@ struct Weapon{
struct Entity { struct Entity {
char *type; char *type;
char *behavior;
char symbol; char symbol;
int curYpos, curXpos; int curYpos, curXpos;
int nextYpos, nextXpos; int nextYpos, nextXpos;
struct Weapon weapons[8]; struct Weapon weapons[8];
int curWeapon; int curWeapon;
int isAlive; int isAlive;
int killCount;
int projectilesFired;
}; };

@ -38,6 +38,7 @@ void moveProjectiles(){
if(!strcmp(hitEntity->type,"zombie")){ if(!strcmp(hitEntity->type,"zombie")){
projectiles[i].isAlive=0; projectiles[i].isAlive=0;
hitEntity->isAlive=0; hitEntity->isAlive=0;
allEntities[0].killCount++;
mvwaddch(viewportWin, allEntities[i].curYpos, allEntities[i].curXpos, ' '); mvwaddch(viewportWin, allEntities[i].curYpos, allEntities[i].curXpos, ' ');
} }
} }
@ -86,6 +87,7 @@ void fireWeapon(struct Weapon *weaponRef, char *direction){
int i; int i;
for(i=0;i<MAX_PROJECTILES;i++){ for(i=0;i<MAX_PROJECTILES;i++){
if(!projectiles[i].isAlive && !projectiles[i+1].isAlive){ if(!projectiles[i].isAlive && !projectiles[i+1].isAlive){
allEntities[0].projectilesFired++;
projectiles[i]=projectile; projectiles[i]=projectile;
allEntities[0].weapons[allEntities[0].curWeapon].curCapacity--; allEntities[0].weapons[allEntities[0].curWeapon].curCapacity--;
break; break;

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