Be more standard C compliant & compile on Windows
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parent
c421b76f4c
commit
3aca586cd3
@ -142,6 +142,7 @@
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<ClInclude Include="util\assert.h" />
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<ClInclude Include="util\minmax.h" />
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<ClInclude Include="util\queue.h" />
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<ClInclude Include="util\rand.h" />
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<ClInclude Include="util\tree.h" />
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<ClInclude Include="util\tree_internal.h" />
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<ClInclude Include="util\vector.h" />
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@ -163,6 +164,7 @@
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<ClCompile Include="render_util.cpp" />
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<ClCompile Include="types.c" />
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<ClCompile Include="util\queue.c" />
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<ClCompile Include="util\rand.c" />
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<ClCompile Include="util\tree.c" />
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<ClCompile Include="util\vector.c" />
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</ItemGroup>
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@ -66,6 +66,9 @@
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<ClInclude Include="types.h">
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<Filter>头文件</Filter>
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</ClInclude>
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<ClInclude Include="util\rand.h">
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<Filter>Util</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="util\queue.c">
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@ -122,5 +125,8 @@
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<ClCompile Include="render_util.cpp">
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<Filter>源文件</Filter>
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</ClCompile>
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<ClCompile Include="util\rand.c">
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<Filter>Util</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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@ -11,7 +11,8 @@
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void app_DebugText(App *app, vector_Vector *vec_string) {
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vector_Clear(vec_string);
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char buf[256] = {};
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char buf[256];
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memset(buf, 0, sizeof(0));
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Component_Player *player = app->player->player;
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if (!player) {
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4
player.c
4
player.c
@ -67,7 +67,7 @@ void player_Advance(System_Player *sys, Duration deltaTime) {
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// Particles
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static Duration emitCooldown = {.microseconds = 150000};
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static TimePoint lastEmit = {};
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static TimePoint lastEmit = {.microseconds = 0};
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if (time_Since(lastEmit).microseconds > emitCooldown.microseconds) {
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lastEmit = time_Now();
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Vec2 to_pos = vec2_Add(p->super->position->position, vec2(0, -p->super->hitbox->box.size.y));
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@ -79,7 +79,7 @@ void player_Advance(System_Player *sys, Duration deltaTime) {
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}
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// Particles when dashing
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if (time_Since(p->lastDash).microseconds < dashLength.microseconds && dabs(p->super->position->velocity.x) > EPS) {
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static TimePoint lastDashEmit = {};
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static TimePoint lastDashEmit = {.microseconds = 0};
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static Duration cooldown = {.microseconds = 8000};
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if (time_Since(lastDashEmit).microseconds > cooldown.microseconds) {
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lastDashEmit = time_Now();
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