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-rw-r--r--src/gameplay.cpp5
-rw-r--r--src/weapon.hpp2
-rw-r--r--src/wp_assaultrifle.cpp4
-rw-r--r--src/wp_shotty.cpp6
4 files changed, 7 insertions, 10 deletions
diff --git a/src/gameplay.cpp b/src/gameplay.cpp
index 543969a..3dfdd5e 100644
--- a/src/gameplay.cpp
+++ b/src/gameplay.cpp
@@ -124,7 +124,7 @@ void Game::draw() {
auto left = std::to_string(enemies->size());
for (auto& en : *enemies) {
- if (en.hp == 0)
+ if (en.hp <= 0)
DrawTextureEx(en.hurtTex,
(Vector2){en.posX - en.radius, en.posY - en.radius},
1.0f, 0.6f, WHITE);
@@ -174,9 +174,6 @@ int Game::tick() {
auto v2 = (Vector2){target.x - player->posX, target.y - player->posY};
- DrawText(std::to_string(v2.x).c_str(), 1400, 10, 20, RED);
- DrawText(std::to_string(v2.y).c_str(), 1400, 30, 20, RED);
-
player->direction = v2;
if (player->victims == nPerWave && nWaves > 1) {
diff --git a/src/weapon.hpp b/src/weapon.hpp
index d75d826..d7f8df3 100644
--- a/src/weapon.hpp
+++ b/src/weapon.hpp
@@ -27,7 +27,7 @@ class AWeapon {
double t;
float const range;
- unsigned int const& damage;
+ unsigned int const damage;
const std::string name;
public:
diff --git a/src/wp_assaultrifle.cpp b/src/wp_assaultrifle.cpp
index 41a3c91..0be3d5b 100644
--- a/src/wp_assaultrifle.cpp
+++ b/src/wp_assaultrifle.cpp
@@ -7,7 +7,7 @@
#include "entity.hpp"
wp_assaultrifle::wp_assaultrifle(const char* s, const char* r)
- : AWeapon(300.0f, 10, 30, 0.0, s, r, "ar") {}
+ : AWeapon(300.0f, 1, 30, 0.0, s, r, "ar") {}
int wp_assaultrifle::bang(std::vector<Entity>* enemies, Entity* player) {
if (barrel == 0) {
@@ -43,7 +43,7 @@ int wp_assaultrifle::bang(std::vector<Entity>* enemies, Entity* player) {
playerPosition, add2,
(en->radius * 2))) { // enemy hit
std::cout << "hit" << std::endl;
- en->hp--;
+ en->hp -= damage;
if (en->hp == 0) {
en->direction.x = (playerDirection.x / 2);
en->direction.y = (playerDirection.y / 2);
diff --git a/src/wp_shotty.cpp b/src/wp_shotty.cpp
index f2a5d22..7d61ab3 100644
--- a/src/wp_shotty.cpp
+++ b/src/wp_shotty.cpp
@@ -7,7 +7,7 @@
#include "entity.hpp"
wp_shotty::wp_shotty(const char* s, const char* r)
- : AWeapon(100.0f, 10, 10, 0.5, s, r, "shotty") {}
+ : AWeapon(100.0f, 3, 10, 0.5, s, r, "shotty") {}
int wp_shotty::bang(std::vector<Entity>* enemies, Entity* player) {
if (barrel == 0 || GetTime() < (t + cooldown)) {
@@ -44,8 +44,8 @@ int wp_shotty::bang(std::vector<Entity>* enemies, Entity* player) {
playerPosition, add2,
(en->radius * 2))) { // enemy hit
std::cout << "hit" << std::endl;
- en->hp--;
- if (en->hp == 0) {
+ en->hp -= damage;
+ if (en->hp <= 0) {
en->direction.x = (playerDirection.x / 2);
en->direction.y = (playerDirection.y / 2);
player->victims += 1;