diff --git a/build/CMakeFiles/MCC.dir/src/game/GameEntities.cpp.o b/build/CMakeFiles/MCC.dir/src/game/GameEntities.cpp.o index ff4c52f00d431a7f02855dfe0595201e2397fdcb..f932c39d5a356d33068e7c471f4fce6c58fed87c 100644 Binary files a/build/CMakeFiles/MCC.dir/src/game/GameEntities.cpp.o and b/build/CMakeFiles/MCC.dir/src/game/GameEntities.cpp.o differ diff --git a/build/MCC b/build/MCC index 01bd5dad84377cdc5a44d9f0108a3397107bcc52..5cf24898c9cd56e07c5efcbeb9c024a0e468f650 100755 Binary files a/build/MCC and b/build/MCC differ diff --git a/include/game/GameEntities.hpp b/include/game/GameEntities.hpp index 1a84dc3a98da9970f039d277dfbf7e270eadd6a4..b3f8f0f67f321830021cd766479bc7bd533c95c9 100644 --- a/include/game/GameEntities.hpp +++ b/include/game/GameEntities.hpp @@ -152,7 +152,6 @@ class Player : public Being void BeginContact(b2Contact* contact,float deltaT) override; void EndContact(b2Contact* contact,float deltaT) override; void setState(EntityState state){this->state = state;} - void takeDamage(int damage){} bool applySkill(const PSkill& skill); bool isSkillFinished(); diff --git a/src/game/GameEntities.cpp b/src/game/GameEntities.cpp index 152f04c65710479bfa1e0bac745cd11dc9230770..459825a2fddc5919e27f7f5c275e32649bbabe0c 100644 --- a/src/game/GameEntities.cpp +++ b/src/game/GameEntities.cpp @@ -245,7 +245,7 @@ void Enemy::update(float deltaT){ } void Enemy::lookForTarget(){ - if(potentialTarget.size()!=0){ + if(potentialTarget.size()!= 0){ cible = (potentialTarget.back()); float distance_min = fabs(b2Distance(this->getBody()->GetPosition(),cible->getBody()->GetPosition())); float distance; @@ -349,9 +349,11 @@ void Skeleton::update(float deltaT){ velocity.x = 0; velocity.y = 0; // L'ennemi court s'il a trouvé une cible. Sinon si la cible a été perdu de vue, il s'arrête. - if (cible == nullptr) { + if (!cible) { lookForTarget(); - }else{ + } + + if (cible) { goto court; }