| Line 209... |
Line 209... |
players->push_back(p);
|
players->push_back(p);
|
}
|
}
|
}
|
}
|
|
|
void Gameplay::add_npc(NPC * npc) {
|
void Gameplay::add_npc(NPC * npc) {
|
if(!game_running) {
|
|
npcs->push_back(npc);
|
npcs->push_back(npc);
|
}
|
}
|
}
|
|
|
|
void Gameplay::bounce_up_players_and_npcs(SDL_Rect * rect, SDL_Rect * source) {
|
void Gameplay::bounce_up_players_and_npcs(SDL_Rect * rect, SDL_Rect * source) {
|
Player * p;
|
Player * p;
|
for(unsigned int i = 0; i < players->size(); i++) {
|
for(unsigned int i = 0; i < players->size(); i++) {
|
p = players->at(i);
|
p = players->at(i);
|
| Line 449... |
Line 447... |
}
|
}
|
}
|
}
|
|
|
|
|
void Gameplay::process_player_npc_collission() {
|
void Gameplay::process_player_npc_collission() {
|
if(!npcs_collide)
|
|
return;
|
|
|
|
Player * player;
|
Player * player;
|
NPC * npc;
|
NPC * npc;
|
SDL_Rect * r_player, * r_npc;
|
SDL_Rect * r_player, * r_npc;
|
|
|
for(unsigned int i1 = 0; i1 < players->size(); i1++) {
|
for(unsigned int i1 = 0; i1 < players->size(); i1++) {
|
|
|