Replaced bytes with ints

This commit is contained in:
Asrın Doğan 2019-09-29 23:16:51 +03:00
parent acfcade62e
commit 5a37718718
1 changed files with 10 additions and 10 deletions

View File

@ -83,7 +83,7 @@ struct
Vector2D position; Vector2D position;
char health; char health;
float moveSpeed; float moveSpeed;
byte lookDirection; int lookDirection;
int shootPerSecond; int shootPerSecond;
float shootCooldown; float shootCooldown;
unsigned int killedEnemyCount; unsigned int killedEnemyCount;
@ -129,8 +129,8 @@ void BulletCollisions();
void DestroyGame(); void DestroyGame();
void DestroyGameWindow(); void DestroyGameWindow();
byte isVectorExceedingLimits(Vector2D vector, Vector2D limits); int isVectorExceedingLimits(Vector2D vector, Vector2D limits);
byte CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Image *secondMap); int CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Image *secondMap);
float VectorMagnitude(Vector2D vector); float VectorMagnitude(Vector2D vector);
float VectorDistanceBetween(Vector2D vectorFirst, Vector2D vectorSecond); float VectorDistanceBetween(Vector2D vectorFirst, Vector2D vectorSecond);
@ -200,9 +200,9 @@ int enemyLimiter = 12;
Vector2D input; Vector2D input;
byte isRestart = 0; int isRestart = 0;
byte isRunning = 1; int isRunning = 1;
byte isGameOver = 0; int isGameOver = 0;
void Update() void Update()
{ {
@ -344,9 +344,9 @@ float VectorDistanceBetween(Vector2D vectorFirst, Vector2D vectorSecond)
return VectorMagnitude(difference); return VectorMagnitude(difference);
} }
byte isVectorExceedingLimits(Vector2D vector, Vector2D limits) int isVectorExceedingLimits(Vector2D vector, Vector2D limits)
{ {
byte result = vector.x > limits.x || vector.x < 0 || vector.y > limits.y || vector.y < 0; int result = vector.x > limits.x || vector.x < 0 || vector.y > limits.y || vector.y < 0;
return result; return result;
} }
@ -355,9 +355,9 @@ byte isVectorExceedingLimits(Vector2D vector, Vector2D limits)
And compares the distance between those objects to the minimum distancce to check if they're colliding. And compares the distance between those objects to the minimum distancce to check if they're colliding.
It's the most simple and optimized way I can think of for a game like this. It's the most simple and optimized way I can think of for a game like this.
*/ */
byte CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Image *secondMap) int CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Image *secondMap)
{ {
byte result; int result;
float minDistance; float minDistance;
float distance; float distance;