From 5a82e45de730735f74c42d24c870e6d050a56534 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Asr=C4=B1n=20Do=C4=9Fan?= <33391270+Syntriax@users.noreply.github.com> Date: Sun, 29 Sep 2019 23:18:44 +0300 Subject: [PATCH] Replaced some int values with char --- SynGame.c | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/SynGame.c b/SynGame.c index 14db756..54406ae 100644 --- a/SynGame.c +++ b/SynGame.c @@ -83,7 +83,7 @@ struct Vector2D position; char health; float moveSpeed; - int lookDirection; + char lookDirection; int shootPerSecond; float shootCooldown; unsigned int killedEnemyCount; @@ -96,6 +96,8 @@ char InitializeGameWindow(); char InitializeGame(); char InitializeEnemies(); char DealDamage(char *health); +char isVectorExceedingLimits(Vector2D vector, Vector2D limits); +char CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Image *secondMap); void Update(); void SpawnEnemies(); @@ -129,8 +131,6 @@ void BulletCollisions(); void DestroyGame(); void DestroyGameWindow(); -int isVectorExceedingLimits(Vector2D vector, Vector2D limits); -int CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Image *secondMap); float VectorMagnitude(Vector2D vector); float VectorDistanceBetween(Vector2D vectorFirst, Vector2D vectorSecond); @@ -200,9 +200,9 @@ int enemyLimiter = 12; Vector2D input; -int isRestart = 0; -int isRunning = 1; -int isGameOver = 0; +char isRestart = 0; +char isRunning = 1; +char isGameOver = 0; void Update() { @@ -344,9 +344,9 @@ float VectorDistanceBetween(Vector2D vectorFirst, Vector2D vectorSecond) return VectorMagnitude(difference); } -int isVectorExceedingLimits(Vector2D vector, Vector2D limits) +char isVectorExceedingLimits(Vector2D vector, Vector2D limits) { - int result = vector.x > limits.x || vector.x < 0 || vector.y > limits.y || vector.y < 0; + char result = vector.x > limits.x || vector.x < 0 || vector.y > limits.y || vector.y < 0; return result; } @@ -355,9 +355,9 @@ int isVectorExceedingLimits(Vector2D vector, Vector2D limits) 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. */ -int CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Image *secondMap) +char CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Image *secondMap) { - int result; + char result; float minDistance; float distance;