diff options
author | drumsetmonkey <abelleisle@roadrunner.com> | 2015-12-08 22:36:39 -0500 |
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committer | drumsetmonkey <abelleisle@roadrunner.com> | 2015-12-08 22:36:39 -0500 |
commit | 23e8deda4bb0ea5a6962a1cfbfd35bc46a8c8b8d (patch) | |
tree | 311f9edbd5ef8943ffd99eba890dc14a7896d3fc /main.cpp | |
parent | 2a058ec5eb5cbbc4c95832507fc7b8426a2bcc2c (diff) |
Made swords work facing both directions
Diffstat (limited to 'main.cpp')
-rw-r--r-- | main.cpp | 9 |
1 files changed, 4 insertions, 5 deletions
@@ -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. */ |