Changed TimerDraw Function Slightly for Readability
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@ -1,5 +1,5 @@
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# SynGame
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Simple Shoot 'Em Up game.
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Simple Shoot 'Em Up game for Windows.
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Keys:\
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Move Up - Up Arrow\
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16
SynGame.c
16
SynGame.c
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@ -667,14 +667,12 @@ void DrawTimer()
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char digit;
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Vector2D spawnPosition;
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int i = -timerDigitLimit / 2;
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spawnPosition = timerPosition;
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/* while (processedScore >= 1 && i > 0) */
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while (i < 0)
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{
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spawnPosition = timerPosition;
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/* numberImageSize + 1 is because 1 pixel space between digits */
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spawnPosition.x -= screenSizeMultiplier * (numberImageSize + 1) * i;
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spawnPosition.x = timerPosition.x - screenSizeMultiplier * (numberImageSize + 1) * i;
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digit = seconds % 10;
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seconds = (int)(seconds / 10);
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@ -682,18 +680,15 @@ void DrawTimer()
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i++;
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}
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spawnPosition = timerPosition;
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/* numberImageSize + 1 is because 1 pixel space between digits */
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spawnPosition.x -= screenSizeMultiplier * (numberImageSize + 1) * i;
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spawnPosition.x = timerPosition.x - screenSizeMultiplier * (numberImageSize + 1) * i;
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DrawNumber(spawnPosition, colon);
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i++;
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while (i < (timerDigitLimit / 2) + 1)
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{
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spawnPosition = timerPosition;
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/* numberImageSize + 1 is because 1 pixel space between digits */
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spawnPosition.x -= screenSizeMultiplier * (numberImageSize + 1) * i;
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spawnPosition.x = timerPosition.x - screenSizeMultiplier * (numberImageSize + 1) * i;
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if(i == 0)
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{
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@ -857,8 +852,10 @@ void PlayerShoot()
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shootDir.y = 0;
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player.shootCooldown = 1 / (float)player.shootPerSecond;
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bullets.bulletCount++;
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bullets.bulletArray = (Bullet *) realloc(bullets.bulletArray, sizeof(Bullet) * bullets.bulletCount);
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newBullet = (bullets.bulletArray + bullets.bulletCount - 1);
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newBullet -> position = player.position;
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newBullet -> position.x += offset;
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@ -881,6 +878,7 @@ void EnemyShoot()
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{
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srand(time(0) + enemyRespawnCounter++);
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enemy = (enemies.enemyArray + i);
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if(enemy -> fireCooldown > 0.0)
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enemy -> fireCooldown -= deltaTime;
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else
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