fix print and useless operation

This commit is contained in:
Askou
2021-06-18 15:30:18 +02:00
parent b57be1f22b
commit 4acac815fd
5 changed files with 3 additions and 10 deletions
-1
View File
@@ -76,7 +76,6 @@ namespace BBM {
float value = (distribution(generator) / 10);
BonusType bonus = NOTHING;
std::cout << value << std::endl;
for (auto &chance : chanceValue)
if (chance.second > value)
bonus = chance.first;
-1
View File
@@ -261,7 +261,6 @@ namespace BBM
scene->addEntity("Floor")
.addComponent<PositionComponent>(Vector3f(coords))
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(floorObj, false, std::make_pair(MAP_DIFFUSE, floorPng));
}
+3 -5
View File
@@ -28,11 +28,9 @@ namespace BBM
auto playerHealth = entity->tryGetComponent<HealthComponent>();
if (!playerHealth || !playerPos)
return;
for (auto &[other, pos, _] : this->_wal.getScene()->view<PositionComponent, CollisionComponent>()) {
if (other.hasComponent<TagComponent<Player>>())
continue;
auto vec = playerPos->position.abs() - pos.position.abs();
if (vec.abs().x < 0.65 && vec.abs().z < 0.65 && playerPos->position.distance(pos.position) < 1)
for (auto &[other, pos, _] : this->_wal.getScene()->view<PositionComponent, TagComponent<Blowable>>()) {
auto vec = (playerPos->position - pos.position).abs();
if (vec.x < 0.65 && vec.z < 0.65 && playerPos->position.distance(pos.position) < 1)
playerHealth->takeDmg(playerHealth->getHealthPoint());
}
}
@@ -18,7 +18,6 @@ namespace BBM
{
auto &controllable = entity.get<ControllableComponent>();
auto &movable = entity.get<MovableComponent>();
auto health = entity->tryGetComponent<HealthComponent>();
Vector2f move = controllable.move.normalized() * controllable.speed;
movable.addForce(Vector3f(move.x, 0, move.y));
-2
View File
@@ -60,8 +60,6 @@ namespace BBM
float lowerZDist = 0;
for (auto &[player, position, _] : this->_wal.getScene()->view<PositionComponent, TagComponent<Player>>()) {
if (!player.hasComponent<MovableComponent>())
player.addComponent<MovableComponent>();
playerPos.emplace_back(position.position);
}
if (playerPos.size() == 1)