Changed TimerDraw Function Slightly for Readability
This commit is contained in:
		@@ -1,5 +1,5 @@
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# SynGame
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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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					Keys:\
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Move Up - Up Arrow\
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					Move Up - Up Arrow\
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										16
									
								
								SynGame.c
									
									
									
									
									
								
							
							
						
						
									
										16
									
								
								SynGame.c
									
									
									
									
									
								
							@@ -667,14 +667,12 @@ void DrawTimer()
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	char digit;
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						char digit;
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	Vector2D spawnPosition;
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						Vector2D spawnPosition;
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	int i = -timerDigitLimit / 2;
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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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						while (i < 0)
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	{
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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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							/* 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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							digit = seconds % 10;
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		seconds = (int)(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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							i++;
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	}
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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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						/* 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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						DrawNumber(spawnPosition, colon);
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	i++;
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						i++;
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	while (i < (timerDigitLimit / 2) + 1)
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						while (i < (timerDigitLimit / 2) + 1)
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	{
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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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							/* 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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							if(i == 0)
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		{
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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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						shootDir.y = 0;
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	player.shootCooldown = 1 / (float)player.shootPerSecond;
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						player.shootCooldown = 1 / (float)player.shootPerSecond;
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	bullets.bulletCount++;
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						bullets.bulletCount++;
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	bullets.bulletArray = (Bullet *) realloc(bullets.bulletArray, sizeof(Bullet) * 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 = (bullets.bulletArray + bullets.bulletCount - 1);
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	newBullet -> position = player.position;
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						newBullet -> position = player.position;
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	newBullet -> position.x += offset; 
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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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						{
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		srand(time(0) + enemyRespawnCounter++);
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							srand(time(0) + enemyRespawnCounter++);
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		enemy = (enemies.enemyArray + i);
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							enemy = (enemies.enemyArray + i);
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		if(enemy -> fireCooldown > 0.0)
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							if(enemy -> fireCooldown > 0.0)
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			enemy -> fireCooldown -= deltaTime;
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								enemy -> fireCooldown -= deltaTime;
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		else
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							else
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