From aa7991164259baddb783be228f0b42fffdf887fe Mon Sep 17 00:00:00 2001 From: Christian Harjuno <82799882+SorataBaka@users.noreply.github.com> Date: Tue, 30 Jan 2024 15:32:51 +0000 Subject: [PATCH] fix: bug fix --- docs/index.html | 6 +++--- src/game.c | 6 +++--- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/docs/index.html b/docs/index.html index fb4a736..d9cfcaf 100644 --- a/docs/index.html +++ b/docs/index.html @@ -83,7 +83,7 @@

ソースからビルドする

3. tar ファイルからソースコードを抽出します。

-

> tar xvzf ./galactic-war-1.0.0.tar.gz

+

> tar xvzf ./v1.0.0.tar.gz

4. ソースコードからコンパイルする

@@ -92,14 +92,14 @@

ソースからビルドする

5. 実行可能ファイルを実行する。

-

> cd ./glwar

+

> ./glwar


操作方法

- +

diff --git a/src/game.c b/src/game.c index 951e9a9..c8c1096 100644 --- a/src/game.c +++ b/src/game.c @@ -59,8 +59,8 @@ void game(Player * playerObject, Meteor * meteorArray) { //Draw health and other informations mvprintw(0, 0, "Health: %3d\nPoints: %ld\nMissiles: %d/12\nStreak: %3d", playerObject->health, playerObject->points, 12 - missileLength, playerObject->streak); - mvprintw(maxHeight-2, maxWidth-25, "[%c] LASER : %s", playerObject->userBindings.laser,playerObject->streak >= 20 ? "READY": "NOT READY"); - mvprintw(maxHeight-3, maxWidth-25, "[%c] BOMB : %s", playerObject->userBindings.bomb ,playerObject->streak >=30 ? "READY" : "NOT READY"); + mvprintw(maxHeight-2, maxWidth-25, "[%c] LASER : %s", playerObject->userBindings.laser,playerObject->streak >= LASER_STREAK_MIN ? "READY": "NOT READY"); + mvprintw(maxHeight-3, maxWidth-25, "[%c] BOMB : %s", playerObject->userBindings.bomb ,playerObject->streak >= BOMB_STREAK_MIN ? "READY" : "NOT READY"); refresh(); @@ -69,7 +69,7 @@ void game(Player * playerObject, Meteor * meteorArray) { if(key == 'q') break; if(key == playerObject->userBindings.left && playerObject->currentPosition.x > 5) playerObject->currentPosition.x = playerObject->currentPosition.x - MOVEMENT_STEP; if(key == playerObject->userBindings.right && playerObject->currentPosition.x < maxWidth-5) playerObject->currentPosition.x = playerObject->currentPosition.x + MOVEMENT_STEP; - if(key == playerObject->userBindings.laser && laserActive == false && playerObject->streak >= BOMB_STREAK_MIN){ + if(key == playerObject->userBindings.laser && laserActive == false && playerObject->streak >= LASER_STREAK_MIN){ laserActive = true; playerObject->streak = 0; timeSinceLastLaser = getEpochMill();