feat: player can shoot
This commit is contained in:
@@ -1,63 +0,0 @@
|
||||
name: Build & Release on macOS
|
||||
|
||||
# Run on *every push* to "main," and also build on PRs (but only create the release on push).
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||||
on:
|
||||
push:
|
||||
branches:
|
||||
- main
|
||||
pull_request:
|
||||
branches:
|
||||
- main
|
||||
|
||||
permissions:
|
||||
contents: write # needed so the workflow can create a tag & release
|
||||
|
||||
jobs:
|
||||
build-and-release-macos:
|
||||
runs-on: macos-latest
|
||||
steps:
|
||||
- name: Check out source
|
||||
uses: actions/checkout@v3
|
||||
|
||||
- name: Install Dependencies (Homebrew & raylib)
|
||||
run: |
|
||||
brew update
|
||||
brew install raylib pkg-config
|
||||
|
||||
- name: Build
|
||||
# Your Makefile from the question
|
||||
run: make build
|
||||
|
||||
- name: Create Tag & GitHub Release
|
||||
# Only create a release when it's a push (not a pull_request)
|
||||
if: ${{ github.event_name == 'push' }}
|
||||
id: create_release
|
||||
uses: actions/create-release@v1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
# You need a unique tag each time to avoid "already_exists" errors.
|
||||
# Here we'll name the tag like "build-123" using the run_number,
|
||||
# but you could do something like a date-based tag.
|
||||
tag_name: build-${{ github.run_number }}
|
||||
|
||||
# The commit to tag. Usually, this is the push commit SHA:
|
||||
commitish: ${{ github.sha }}
|
||||
|
||||
# The release name can match the tag or be more descriptive
|
||||
release_name: "Automated build #${{ github.run_number }}"
|
||||
|
||||
# Adjust as needed; you could set these to false for a "final" release
|
||||
draft: false
|
||||
prerelease: true # Mark as "pre-release" so it's clearly automated
|
||||
|
||||
- name: Upload Release Asset
|
||||
if: ${{ github.event_name == 'push' }}
|
||||
uses: actions/upload-release-asset@v1
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
with:
|
||||
upload_url: ${{ steps.create_release.outputs.upload_url }}
|
||||
asset_path: bin/osx/game
|
||||
asset_name: game
|
||||
asset_content_type: application/octet-stream
|
||||
@@ -1,4 +0,0 @@
|
||||
bin/
|
||||
.DS_STORE/
|
||||
.DS_STORE
|
||||
*.swp
|
||||
Vendored
-16
@@ -1,16 +0,0 @@
|
||||
{
|
||||
"configurations": [
|
||||
{
|
||||
"name": "Windows",
|
||||
"includePath": [
|
||||
"${workspaceFolder}/include",
|
||||
"${workspaceFolder}/external/engine",
|
||||
"${workspaceFolder}/external/raygui",
|
||||
"${workspaceFolder}/external/rini",
|
||||
"C:/raylib/include"
|
||||
],
|
||||
"cStandard": "c99",
|
||||
}
|
||||
],
|
||||
"version": 4
|
||||
}
|
||||
Vendored
-9
@@ -1,9 +0,0 @@
|
||||
{
|
||||
"files.associations": {
|
||||
"asset.h": "c",
|
||||
"stdlib.h": "c",
|
||||
"view.h": "c",
|
||||
"__node_handle": "c",
|
||||
"font.h": "c"
|
||||
}
|
||||
}
|
||||
@@ -1,43 +1,50 @@
|
||||
COMPILER = gcc
|
||||
|
||||
# COMPILER FLAGS
|
||||
C_FLAG_STD_C99 = -std=c99 # Use the C99 language standard
|
||||
C_FLAG_DEBUG_INFO = -g # Include debug information
|
||||
# C_FLAG_HEADERS = -H # Prints paths of all headers
|
||||
#C_FLAG_HEADERS = -H # Prints paths of all headers
|
||||
C_FLAG_ALL_WARNINGS = -Wall # Enable most common warning
|
||||
C_FLAG_PEDANTIC = -Wpedantic # Enforce ISO C standard strictly
|
||||
C_FLAG_SHADOW = -Wshadow # Warn if a local variable shadows another
|
||||
C_FLAG_STRICT_PROTOS = -Wstrict-prototypes # Warn if function declarations are missing parameter types
|
||||
C_FLAG_NO_UNKNOWN_PRAGMAS = -Wno-unknown-pragmas # Suppress warnings about unknown pragmas
|
||||
|
||||
C_FLAGS = \
|
||||
$(C_FLAG_STD_C99) \
|
||||
$(C_FLAG_DEBUG_INFO) \
|
||||
$(C_FLAG_HEADERS) \
|
||||
$(C_FLAG_HEADERS) \
|
||||
$(C_FLAG_ALL_WARNINGS) \
|
||||
$(C_FLAG_PEDANTIC) \
|
||||
$(C_FLAG_SHADOW) \
|
||||
$(C_FLAG_STRICT_PROTOS) \
|
||||
$(C_FLAG_STRICT_PROTOS) \
|
||||
$(C_FLAG_NO_UNKNOWN_PRAGMAS)
|
||||
|
||||
# INCLUDE FLGAS
|
||||
INCLUDE_FLAGS = -Iinclude
|
||||
|
||||
EXTERNAL_RAYGUI = -Iexternal/raygui
|
||||
# EXTERNAL FLAGS
|
||||
EXTERNAL_RAYGUI = -Iexternal/raygui
|
||||
EXTERNAL_RINI = -Iexternal/rini
|
||||
EXTERNAL_FLAGS = \
|
||||
$(EXTERNAL_RINI) \
|
||||
$(EXTERNAL_RAYGUI)
|
||||
|
||||
# CROSS PLATTFORM
|
||||
ifeq ($(OS), Windows_NT)
|
||||
SRC = $(wildcard src\*.c)
|
||||
TARGET = bin\win\game.exe
|
||||
RAYLIB_FLAGS = -I%RAYLIB% -L%RAYLIB% -lraylib -lopengl32 -lgdi32 -lwinmm
|
||||
else
|
||||
SRC = $(wildcard src/*.c)
|
||||
TARGET = bin/osx/game
|
||||
TARGET = bin/unix/game
|
||||
RAYLIB_FLAGS = $(shell pkg-config --libs --cflags raylib) -lm
|
||||
endif
|
||||
|
||||
$(shell mkdir -p bin/osx bin/win)
|
||||
# CREATE BIN DIR
|
||||
$(shell mkdir -p bin/unix bin/win)
|
||||
|
||||
# COMMANDS
|
||||
build: $(SRC)
|
||||
$(COMPILER) $(SRC) -o $(TARGET) $(C_FLAGS) $(INCLUDE_FLAGS) $(EXTERNAL_FLAGS) $(RAYLIB_FLAGS)
|
||||
|
||||
|
||||
@@ -1,122 +0,0 @@
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||||
## Requirements
|
||||
|
||||
Make 4.4.1
|
||||
GCC 14.2
|
||||
RAYLIB 5.5
|
||||
pkgconf(MACOS)
|
||||
|
||||
This document outlines the coding style and conventions to be followed.
|
||||
|
||||
## 1. **File Structure**
|
||||
|
||||
- Header files should be wrapped with include guards to avoid multiple inclusions:
|
||||
|
||||
```c
|
||||
#ifndef PHYSICS_H
|
||||
#define PHYSICS_H
|
||||
...
|
||||
#endif // PHYSICS_H
|
||||
```
|
||||
|
||||
## 2. **Naming Conventions**
|
||||
|
||||
- **Functions:** Function names should use `CamelCase` starting with a upercase letter.
|
||||
|
||||
`UpdatePhysicsDirection`, `UpdatePhysicsVelocity`
|
||||
|
||||
- **Structs:** Struct names should use `CamelCase` starting with an uppercase letter.
|
||||
|
||||
`Physics`
|
||||
|
||||
- **Variables:** Use `CamelCase` starting with a lowerase letter for local and parameter variables.
|
||||
|
||||
`vector`, `newSpeed`
|
||||
|
||||
## 3. **Function Design**
|
||||
|
||||
- Functions should be named descriptively, indicating the purpose or action performed.
|
||||
|
||||
`UpdatePhysicsDirection`, `UpdatePhysicsVelocity`
|
||||
|
||||
- Functions should take pointers when modifying variables outside their scope.
|
||||
|
||||
`void UpdatePhysicsDirection(Vector2 *direction, Vector2 vector)`
|
||||
|
||||
- Ensure function parameters have clear names to indicate their role.
|
||||
|
||||
`UpdatePhysicsVelocity(Vector2 *velocity, Vector2 *direction, float *speed)`
|
||||
|
||||
- Functions should be concise and focused on a single task. Avoid functions with multiple responsibilities.
|
||||
|
||||
## 4. **Struct Design**
|
||||
|
||||
- Prefer composition, where structs are composed of other structs or primitive data types. This allows for more flexible and modular designs.
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
Vector2 position;
|
||||
Vector2 direction;
|
||||
Vector2 velocity;
|
||||
float speed;
|
||||
} Physics;
|
||||
```
|
||||
|
||||
Here, instead of trying to create a hierarchy of structs, we compose a Physics struct with relevant fields like `position`, `direction`, and `velocity`.
|
||||
|
||||
## 5. **Indentation & Formatting**
|
||||
|
||||
- **Indentation:** Use 1 tab for indentation. Never use spaces.
|
||||
|
||||
- **Spacing:** Place a single space after keywords like `if`, `for`, and `while`, and around operators (`=`, `+`, `-`, etc.) for readability.
|
||||
- Example: `*velocity = Vector2Scale(*direction, *speed * GetFrameTime());`
|
||||
|
||||
- **Braces:** Use braces `{}` even for single-line blocks for consistency and future-proofing.
|
||||
|
||||
```c
|
||||
if (condition) {
|
||||
do_something();
|
||||
}
|
||||
```
|
||||
|
||||
## 6. **Pointer Usage**
|
||||
|
||||
- Use pointers when passing large structures or when modifying variables outside the scope of the function.
|
||||
|
||||
`Vector2 *position`, `float *speed`
|
||||
|
||||
- Avoid unnecessary dereferencing and use `*` clearly to indicate pointer dereferencing.
|
||||
|
||||
`*position = Vector2Add(*position, *velocity);`
|
||||
|
||||
## 7. **Consistency in Function Calls**
|
||||
|
||||
- When calling functions, parameters should be passed clearly, and care should be taken to avoid modifying data unintentionally unless needed.
|
||||
|
||||
```c
|
||||
UpdatePhysicsDirection(&physics->direction, direction);
|
||||
UpdatePhysicsVelocity(&physics->velocity, &physics->direction, &physics->speed);
|
||||
UpdatePhysicsPosition(&physics->position, &physics->velocity);
|
||||
```
|
||||
|
||||
## 8. **Comments and Documentation**
|
||||
|
||||
- Strive for clarity through descriptive naming and simple logic.
|
||||
- Add comments to explain non-obvious logic, design decisions, or complex algorithms.
|
||||
- Do not state the obvious; let the code speak for itself where possible.
|
||||
|
||||
## 9. **End of File**
|
||||
|
||||
- Always ensure that header files end with the appropriate closing include guard and a new line after the last line of code:
|
||||
|
||||
```c
|
||||
#endif // PHYSICS_H
|
||||
|
||||
```
|
||||
|
||||
## 10. **General Rules**
|
||||
|
||||
- **Modular Design**: Break code into small, focused functions and modules with clear interfaces.
|
||||
- **Refactoring**: Regularly refactor code to maintain simplicity and performance
|
||||
- **Don't Repeat Yourself**: Reuse code by creating helper functions to avoid duplication
|
||||
- **Avoid magic numbers:** Use constants or defines instead of hardcoded values.
|
||||
- **Code readability:** Prioritize code readability and maintainability over shortness or cleverness.
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
startView = 1 ; LOGO = 0, MENU = 1, GAMEPLAY = 2, SETTINGS = 3
|
||||
|
||||
windowTitle = The Last Pirate
|
||||
windowTitle = Sinbad
|
||||
windowWidth = 1280 ; in Pixel
|
||||
windowHeight = 720 ; in Pixel
|
||||
|
||||
|
||||
+3
-1
@@ -147,11 +147,13 @@ typedef struct {
|
||||
Physics physics;
|
||||
} Islands;
|
||||
|
||||
#define MAX_PROJECTILES 10
|
||||
#define MAX_PROJECTILES 100
|
||||
typedef struct {
|
||||
int count;
|
||||
Physics physics[MAX_PROJECTILES];
|
||||
bool active[MAX_PROJECTILES];
|
||||
float radius[MAX_PROJECTILES];
|
||||
Color color[MAX_PROJECTILES];
|
||||
} Projectiles;
|
||||
|
||||
typedef struct {
|
||||
|
||||
@@ -68,6 +68,7 @@ void UpdateGame(App *app) {
|
||||
UpdateBirds(&g->birds);
|
||||
UpdateEnemies(&g->enemies);
|
||||
UpdateIslands(&g->islands);
|
||||
UpdateProjectiles(&g->projectiles);
|
||||
}
|
||||
|
||||
void RenderComponents(App *app) {
|
||||
@@ -77,6 +78,7 @@ void RenderComponents(App *app) {
|
||||
RenderEnemies(&g->enemies);
|
||||
RenderBirds(&g->birds);
|
||||
RenderIslands(&g->islands);
|
||||
RenderProjectiles(&g->projectiles);
|
||||
}
|
||||
|
||||
void RenderGame(App *app) {
|
||||
|
||||
+64
-73
@@ -1,90 +1,81 @@
|
||||
#include "app.h"
|
||||
|
||||
|
||||
|
||||
const TextureAsset enemiesTextureAssets[ENEMIES_TEX_COUNT] = {
|
||||
{"assets/ship_start.png", 16.0f, 16.0f, 90.0f}
|
||||
};
|
||||
{"assets/ship_start.png", 16.0f, 16.0f, 90.0f}};
|
||||
|
||||
Enemies CreateEnemies(void){
|
||||
Enemies enemies = {.count = MAX_ENEMIES};
|
||||
TextureAsset textureAsset = enemiesTextureAssets[BOAT];
|
||||
Texture2D texture = LoadTexture(textureAsset.path);
|
||||
float frameWidth = textureAsset.frameWidth;
|
||||
float rotation = textureAsset.rotation;
|
||||
Enemies CreateEnemies(void) {
|
||||
Enemies enemies = {.count = MAX_ENEMIES};
|
||||
TextureAsset textureAsset = enemiesTextureAssets[BOAT];
|
||||
Texture2D texture = LoadTexture(textureAsset.path);
|
||||
float frameWidth = textureAsset.frameWidth;
|
||||
float rotation = textureAsset.rotation;
|
||||
|
||||
for (int i = 0; i < enemies.count; i++)
|
||||
{
|
||||
enemies.sprite[i] = (Sprite){
|
||||
.texture = texture,
|
||||
.frameSize = {frameWidth, frameWidth},
|
||||
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
|
||||
.destRec = {GetScreenWidth()/2, 0.0f, frameWidth, frameWidth},
|
||||
.origin = {frameWidth / 2, frameWidth / 2},
|
||||
.rotation = rotation,
|
||||
.color = WHITE
|
||||
};
|
||||
for (int i = 0; i < enemies.count; i++) {
|
||||
enemies.sprite[i] = (Sprite){
|
||||
.texture = texture,
|
||||
.frameSize = {frameWidth, frameWidth},
|
||||
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
|
||||
.destRec = {GetScreenWidth() / 2, 0.0f, frameWidth, frameWidth},
|
||||
.origin = {frameWidth / 2, frameWidth / 2},
|
||||
.rotation = rotation,
|
||||
.color = WHITE};
|
||||
|
||||
enemies.animation[i] = (Animation){
|
||||
.state = 1,
|
||||
.currentFrame = 0,
|
||||
.maxFrame = 2,
|
||||
.framesCounter = 0,
|
||||
.framesSpeed = 2.0f,
|
||||
.animTimer = 0.0f
|
||||
};
|
||||
enemies.animation[i] = (Animation){.state = 1,
|
||||
.currentFrame = 0,
|
||||
.maxFrame = 2,
|
||||
.framesCounter = 0,
|
||||
.framesSpeed = 2.0f,
|
||||
.animTimer = 0.0f};
|
||||
|
||||
Rectangle cameraRec = GetCameraRectangle();
|
||||
Rectangle cameraRec = GetCameraRectangle();
|
||||
|
||||
enemies.physics[i] = (Physics){
|
||||
.position = GetPositionOutsideRectangle(cameraRec, 100, 1000),
|
||||
.direction = (Vector2){0.0f, 0.0f},
|
||||
.speed = 5.0f
|
||||
};
|
||||
enemies.physics[i] =
|
||||
(Physics){.position = GetPositionOutsideRectangle(cameraRec, 100, 1000),
|
||||
.direction = (Vector2){0.0f, 0.0f},
|
||||
.speed = 5.0f};
|
||||
|
||||
enemies.arrived[i] = true;
|
||||
enemies.destPos[i] = (Vector2){0.0f, 0.0f};
|
||||
enemies.arrived[i] = true;
|
||||
enemies.destPos[i] = (Vector2){0.0f, 0.0f};
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return enemies;
|
||||
return enemies;
|
||||
}
|
||||
|
||||
void UpdateEnemies(Enemies *enemies){
|
||||
Camera2D *camera = GetCamera();
|
||||
Rectangle cameraRec = GetCameraRectangle();
|
||||
void UpdateEnemies(Enemies *enemies) {
|
||||
Camera2D *camera = GetCamera();
|
||||
Rectangle cameraRec = GetCameraRectangle();
|
||||
|
||||
for (int i = 0; i < enemies->count; i++)
|
||||
{
|
||||
if(enemies->arrived[i])
|
||||
{
|
||||
enemies->destPos[i] = GetPositionOutsideRectangle(cameraRec, 100, 1000);
|
||||
enemies->arrived[i] = false;
|
||||
}
|
||||
if(CheckCollisionPointCircle(enemies->physics[i].position, enemies->destPos[i], 10.0F))
|
||||
{
|
||||
enemies->arrived[i] = true;
|
||||
}
|
||||
if(GetDistanceBetweenTwoVectors(enemies->physics[i].position, camera->target) > 1000){
|
||||
enemies->physics[i].position = GetPositionOutsideRectangle(cameraRec, 100, 1000);
|
||||
}
|
||||
Vector2 dir = GetDirectionBetweenTwoVectors(enemies->physics[i].position, enemies->destPos[i]);
|
||||
UpdatePhysics(&enemies->physics[i], dir);
|
||||
UpdateSpriteDestRec(&enemies->sprite[i], &enemies->physics[i].position);
|
||||
float rotation = Vector2ToRotation(dir);
|
||||
UpdateSpriteRotation(&enemies->sprite[i], rotation + 90.0f);
|
||||
UpdateAnimation(&enemies->animation[i], GetFrameTime());
|
||||
UpdateSpriteSourceRec(&enemies->sprite[i], &(Vector2){enemies->sprite[i].frameSize.x * enemies->animation[i].currentFrame, enemies->sprite[i].frameSize.y});
|
||||
}
|
||||
for (int i = 0; i < enemies->count; i++) {
|
||||
if (enemies->arrived[i]) {
|
||||
enemies->destPos[i] = GetPositionOutsideRectangle(cameraRec, 100, 1000);
|
||||
enemies->arrived[i] = false;
|
||||
}
|
||||
if (CheckCollisionPointCircle(enemies->physics[i].position,
|
||||
enemies->destPos[i], 10.0F)) {
|
||||
enemies->arrived[i] = true;
|
||||
}
|
||||
if (GetDistanceBetweenTwoVectors(enemies->physics[i].position,
|
||||
camera->target) > 1000) {
|
||||
enemies->physics[i].position =
|
||||
GetPositionOutsideRectangle(cameraRec, 100, 1000);
|
||||
}
|
||||
Vector2 dir = GetDirectionBetweenTwoVectors(enemies->physics[i].position,
|
||||
enemies->destPos[i]);
|
||||
UpdatePhysics(&enemies->physics[i], dir);
|
||||
UpdateSpriteDestRec(&enemies->sprite[i], &enemies->physics[i].position);
|
||||
float rotation = Vector2ToRotation(dir);
|
||||
UpdateSpriteRotation(&enemies->sprite[i], rotation + 90.0f);
|
||||
UpdateAnimation(&enemies->animation[i], GetFrameTime());
|
||||
UpdateSpriteSourceRec(&enemies->sprite[i],
|
||||
&(Vector2){enemies->sprite[i].frameSize.x *
|
||||
enemies->animation[i].currentFrame,
|
||||
enemies->sprite[i].frameSize.y});
|
||||
}
|
||||
}
|
||||
|
||||
void RenderEnemies(Enemies *enemies){
|
||||
|
||||
for (int i = 0; i < enemies->count; i++)
|
||||
{
|
||||
RenderSprite(&enemies->sprite[i]);
|
||||
}
|
||||
void RenderEnemies(Enemies *enemies) {
|
||||
|
||||
for (int i = 0; i < enemies->count; i++) {
|
||||
RenderSprite(&enemies->sprite[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -1,7 +1,71 @@
|
||||
#include "app.h"
|
||||
#include <raylib.h>
|
||||
#include <raymath.h>
|
||||
|
||||
Projectiles CreateProjectiles(void) {}
|
||||
Projectiles CreateProjectiles(void) {
|
||||
Projectiles projectiles = {.count = MAX_PROJECTILES};
|
||||
|
||||
void UpdateProjectiles(Projectiles *projectiles) {}
|
||||
for (int i = 0; i < projectiles.count; i++) {
|
||||
projectiles.physics[i] =
|
||||
(Physics){(Vector2){0.0f, 0.0f}, (Vector2){0.0f, 0.0f},
|
||||
(Vector2){0.0f, 0.0f}, 50.0f};
|
||||
projectiles.radius[i] = 1.0f;
|
||||
projectiles.active[i] = false;
|
||||
projectiles.color[i] = GRAY;
|
||||
}
|
||||
|
||||
void RenderProjectiles(Projectiles *projectiles) {}
|
||||
return projectiles;
|
||||
}
|
||||
|
||||
void UpdateProjectiles(Projectiles *projectiles) {
|
||||
|
||||
static float lastShotTime = 0.0f;
|
||||
const float reloadTime = 1.0f;
|
||||
float currentTime = GetTime();
|
||||
|
||||
if (IsKeyDown(KEY_Q) && (currentTime - lastShotTime >= reloadTime)) {
|
||||
for (int i = 0; i < projectiles->count; i++) {
|
||||
if (!projectiles->active[i]) {
|
||||
projectiles->active[i] = true;
|
||||
Player *player = GetPlayer();
|
||||
projectiles->physics[i].position = player->physics.position;
|
||||
projectiles->physics[i].direction =
|
||||
Vector2Rotate(player->physics.direction, -90.0f * DEG2RAD);
|
||||
lastShotTime = currentTime;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (IsKeyDown(KEY_E) && (currentTime - lastShotTime >= reloadTime)) {
|
||||
for (int i = 0; i < projectiles->count; i++) {
|
||||
if (!projectiles->active[i]) {
|
||||
projectiles->active[i] = true;
|
||||
Player *player = GetPlayer();
|
||||
projectiles->physics[i].position = player->physics.position;
|
||||
projectiles->physics[i].direction =
|
||||
Vector2Rotate(player->physics.direction, 90.0f * DEG2RAD);
|
||||
lastShotTime = currentTime;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < projectiles->count; i++) {
|
||||
if (projectiles->active[i]) {
|
||||
UpdatePhysics(&projectiles->physics[i],
|
||||
projectiles->physics[i].direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RenderProjectiles(Projectiles *projectiles) {
|
||||
for (int i = 0; i < projectiles->count; i++) {
|
||||
printf("Projectile Active: %d", projectiles->active[i]);
|
||||
if (projectiles->active[i] == true) {
|
||||
DrawCircle(projectiles->physics[i].position.x,
|
||||
projectiles->physics[i].position.y, projectiles->radius[i],
|
||||
projectiles->color[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user