player health
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@@ -143,6 +143,7 @@ int main(int argc, char **argv)
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world->player.collision.size.y = 2;
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world->player.collision.size.y = 2;
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world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
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world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
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world->player.reloadTimer = 0;
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world->player.reloadTimer = 0;
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world->player.health = 3;
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world->player.currentArea = WORLD_AREA_OUTSIDE;
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world->player.currentArea = WORLD_AREA_OUTSIDE;
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for(int i =0; i< 4200; i++) {
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for(int i =0; i< 4200; i++) {
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world->map[i] = map[i];
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world->map[i] = map[i];
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@@ -73,6 +73,7 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){
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if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){
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// gets shot lmao
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// gets shot lmao
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printf("hit");
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printf("hit");
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world->player.health--;
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}
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}
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if(bandit->bullets == 0){
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if(bandit->bullets == 0){
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printf("enemy reload");
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printf("enemy reload");
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@@ -53,6 +53,10 @@ void PlayerInput(SDL_Event *event, Player *player)
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void PlayerUpdate(F32 delta, Player *player) {
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void PlayerUpdate(F32 delta, Player *player) {
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player->controls.shot = false;
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player->controls.shot = false;
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V2f dir = V2F(0, 0);
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V2f dir = V2F(0, 0);
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if(player->health == 0){
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printf("dead :(");
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player->health = 3;
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}
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if(player->controls.upDown) {
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if(player->controls.upDown) {
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dir.y -= 1;
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dir.y -= 1;
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}
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}
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@@ -29,7 +29,7 @@ struct Player
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U32 bulletsLoaded;
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U32 bulletsLoaded;
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ControlState controls;
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ControlState controls;
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V2f shotPos;
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V2f shotPos;
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U32 health;
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F32 reloadTimer;
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F32 reloadTimer;
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};
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};
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