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Commit c9a58e52 authored by suck5u's avatar suck5u
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Correction de la direction des balles après rechargement

parent fc53b2f6
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......@@ -36,7 +36,14 @@ void init_bullet(soldier_t *soldier)
init_sprite(&soldier->charger[i].sprite, -10, -10, BULLET_WIDTH, BULLET_WIDTH, BULLET_SPEED,1);
set_invisible(&soldier->charger[i].sprite);
soldier->charger[i].shoot = 0;
soldier->charger[i].sens = soldier->charger[29].sens;
//soldier->charger[i].sens = soldier->charger[29].sens;
if(soldier->is_looking_up == 1)
soldier->charger[i].sens = 'h';
else if(soldier->direction == 1)
soldier->charger[i].sens = 'd';
else if(soldier->direction == -1)
soldier->charger[i].sens = 'g';
soldier->DestBullet[i].x = soldier->charger[i].sprite.x;
soldier->DestBullet[i].y = soldier->charger[i].sprite.y;
soldier->DestBullet[i].w = BULLET_WIDTH;
......@@ -85,7 +92,8 @@ void shoot(soldier_t *soldier){
{
if(soldier->direction == 1)
soldier->charger[soldier->present_bullet].sprite.x = soldier->sprite.x+SOLDIER_WIDTH/2-2;
else{
else
{
soldier->charger[soldier->present_bullet].sprite.x = soldier->sprite.x+30;
}
soldier->charger[soldier->present_bullet].sprite.y = ORDERED_BULLET-SOLDIER_HEIGHT+15;
......@@ -122,13 +130,18 @@ void shoot(soldier_t *soldier){
void shootAfterE(soldier_t *soldier){
for (int i = 0; i < NB_BULLET; ++i)
{
if (soldier->charger[i].shoot == 1 && over_right(&soldier->charger[i].sprite) == 0 && over_left(&soldier->charger[i].sprite) == 0 ){
if (soldier->charger[i].sens == 'd'){
if (soldier->charger[i].shoot == 1 && over_right(&soldier->charger[i].sprite) == 0 && over_left(&soldier->charger[i].sprite) == 0 )
{
if (soldier->charger[i].sens == 'd')
{
soldier->charger[i].sprite.x += soldier->charger[i].sprite.v;
}else if (soldier->charger[i].sens == 'g')
}
else if (soldier->charger[i].sens == 'g')
{
soldier->charger[i].sprite.x -= soldier->charger[i].sprite.v;
}else{
}
else
{
soldier->charger[i].sprite.y -= soldier->charger[i].sprite.v;
}
//print_sprite(&soldier->charger[i].sprite);
......
......@@ -213,7 +213,7 @@ void handle_events(SDL_Event *event,world_t *world)
save_game(world);
//Libère la mémoire du tableau DestBullet pour l'affichage
free(world->soldier.DestBullet);
clearEnemies(&world->rounds);
//clearEnemies(&world->rounds);
world->gameover = 1;
}
......
/Vie du joueur au début
10
/Nombre d'ennemis au début
15
11
/Nombre d'ennemis en plus à chaque manche
5
3
/Nombre de balles
30
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