Replaced some int values with char

This commit is contained in:
Asrın Doğan 2019-09-29 23:18:44 +03:00
parent 5a37718718
commit 5a82e45de7
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;
int lookDirection; char lookDirection;
int shootPerSecond; int shootPerSecond;
float shootCooldown; float shootCooldown;
unsigned int killedEnemyCount; unsigned int killedEnemyCount;
@ -96,6 +96,8 @@ char InitializeGameWindow();
char InitializeGame(); char InitializeGame();
char InitializeEnemies(); char InitializeEnemies();
char DealDamage(char *health); char DealDamage(char *health);
char isVectorExceedingLimits(Vector2D vector, Vector2D limits);
char CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Image *secondMap);
void Update(); void Update();
void SpawnEnemies(); void SpawnEnemies();
@ -129,8 +131,6 @@ void BulletCollisions();
void DestroyGame(); void DestroyGame();
void DestroyGameWindow(); void DestroyGameWindow();
int isVectorExceedingLimits(Vector2D vector, Vector2D limits);
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;
int isRestart = 0; char isRestart = 0;
int isRunning = 1; char isRunning = 1;
int isGameOver = 0; char isGameOver = 0;
void Update() void Update()
{ {
@ -344,9 +344,9 @@ float VectorDistanceBetween(Vector2D vectorFirst, Vector2D vectorSecond)
return VectorMagnitude(difference); 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; 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. 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.
*/ */
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 minDistance;
float distance; float distance;