From: drumsetmonkey Date: Wed, 9 Dec 2015 03:36:39 +0000 (-0500) Subject: Made swords work facing both directions X-Git-Url: https://code.bitgloo.com/?a=commitdiff_plain;h=23e8deda4bb0ea5a6962a1cfbfd35bc46a8c8b8d;p=clyne%2Fgamedev.git Made swords work facing both directions --- diff --git a/main.cpp b/main.cpp index fc2fb6c..d1fd85e 100644 --- a/main.cpp +++ b/main.cpp @@ -703,11 +703,6 @@ void render(){ glUseProgramObjectARB(0); } player->inv->draw(); - - if(player->inv->usingi && player->inv->detectCollision(vec2{currentWorld->npc[0]->loc.x, currentWorld->npc[0]->loc.y},vec2{currentWorld->npc[0]->loc.x+currentWorld->npc[0]->width,currentWorld->npc[0]->loc.y+currentWorld->npc[0]->height})){ - currentWorld->npc[0]->alive = false; - } - /* * Here we draw a black overlay if it's been requested. @@ -839,6 +834,10 @@ void logic(){ */ if(n->canMove) n->wander((rand() % 120 + 30)); + + if(player->inv->usingi && player->inv->detectCollision(vec2{n->loc.x, n->loc.y},vec2{n->loc.x+n->width,n->loc.y+n->height})){ + n->alive=false; + } /* * Don't bother handling the NPC if another has already been handled. */