Changed TimerDraw Function Slightly for Readability

This commit is contained in:
Asrın Doğan 2019-09-13 21:02:16 +03:00
parent 23a49fa855
commit 477b4ddb40
2 changed files with 8 additions and 10 deletions

View File

@ -1,5 +1,5 @@
# SynGame # SynGame
Simple Shoot 'Em Up game. Simple Shoot 'Em Up game for Windows.
Keys:\ Keys:\
Move Up - Up Arrow\ Move Up - Up Arrow\

View File

@ -667,14 +667,12 @@ void DrawTimer()
char digit; char digit;
Vector2D spawnPosition; Vector2D spawnPosition;
int i = -timerDigitLimit / 2; int i = -timerDigitLimit / 2;
spawnPosition = timerPosition;
/* while (processedScore >= 1 && i > 0) */
while (i < 0) while (i < 0)
{ {
spawnPosition = timerPosition;
/* numberImageSize + 1 is because 1 pixel space between digits */ /* numberImageSize + 1 is because 1 pixel space between digits */
spawnPosition.x -= screenSizeMultiplier * (numberImageSize + 1) * i; spawnPosition.x = timerPosition.x - screenSizeMultiplier * (numberImageSize + 1) * i;
digit = seconds % 10; digit = seconds % 10;
seconds = (int)(seconds / 10); seconds = (int)(seconds / 10);
@ -682,18 +680,15 @@ void DrawTimer()
i++; i++;
} }
spawnPosition = timerPosition;
/* numberImageSize + 1 is because 1 pixel space between digits */ /* numberImageSize + 1 is because 1 pixel space between digits */
spawnPosition.x -= screenSizeMultiplier * (numberImageSize + 1) * i; spawnPosition.x = timerPosition.x - screenSizeMultiplier * (numberImageSize + 1) * i;
DrawNumber(spawnPosition, colon); DrawNumber(spawnPosition, colon);
i++; i++;
while (i < (timerDigitLimit / 2) + 1) while (i < (timerDigitLimit / 2) + 1)
{ {
spawnPosition = timerPosition;
/* numberImageSize + 1 is because 1 pixel space between digits */ /* numberImageSize + 1 is because 1 pixel space between digits */
spawnPosition.x -= screenSizeMultiplier * (numberImageSize + 1) * i; spawnPosition.x = timerPosition.x - screenSizeMultiplier * (numberImageSize + 1) * i;
if(i == 0) if(i == 0)
{ {
@ -857,8 +852,10 @@ void PlayerShoot()
shootDir.y = 0; shootDir.y = 0;
player.shootCooldown = 1 / (float)player.shootPerSecond; player.shootCooldown = 1 / (float)player.shootPerSecond;
bullets.bulletCount++; bullets.bulletCount++;
bullets.bulletArray = (Bullet *) realloc(bullets.bulletArray, sizeof(Bullet) * bullets.bulletCount); bullets.bulletArray = (Bullet *) realloc(bullets.bulletArray, sizeof(Bullet) * bullets.bulletCount);
newBullet = (bullets.bulletArray + bullets.bulletCount - 1); newBullet = (bullets.bulletArray + bullets.bulletCount - 1);
newBullet -> position = player.position; newBullet -> position = player.position;
newBullet -> position.x += offset; newBullet -> position.x += offset;
@ -881,6 +878,7 @@ void EnemyShoot()
{ {
srand(time(0) + enemyRespawnCounter++); srand(time(0) + enemyRespawnCounter++);
enemy = (enemies.enemyArray + i); enemy = (enemies.enemyArray + i);
if(enemy -> fireCooldown > 0.0) if(enemy -> fireCooldown > 0.0)
enemy -> fireCooldown -= deltaTime; enemy -> fireCooldown -= deltaTime;
else else