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authorRaymond Hogenson <rhogenson@posteo.net>2018-08-22 16:54:43 -0400
committerRaymond Hogenson <rhogenson@posteo.net>2018-08-22 16:54:43 -0400
commitb9a6da7ccabb972074f09d686dc78f9643accfac (patch)
treef12b13003142571c07909b354fa1f9e6e2155566 /src/main.rs
parent6879976d47a218c0f48a2fd33d11d154f1fbbb8f (diff)
downloadstallman-shooter-b9a6da7ccabb972074f09d686dc78f9643accfac.tar.zst
Make taking injuries more flexible
I've just moved it into the Enemy trait, because I was planning on having Bill move around when he got hit, but it didn't look good.
Diffstat (limited to 'src/main.rs')
-rw-r--r--src/main.rs3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/main.rs b/src/main.rs
index e2638b7..43c0c22 100644
--- a/src/main.rs
+++ b/src/main.rs
@@ -53,9 +53,8 @@ fn frame<T: state::Enemy<U>, U: state::Bullet>(canvas: &mut sdl2::render::Window
for enemy in state.enemies.iter_mut() {
for bullet in state.player_bullets.iter_mut() {
if enemy.overlaps(bullet) {
+ enemy.injure(state::PBullet::damage());
bullet.delete();
- let health = enemy.health();
- enemy.set_health(health - state::PBullet::damage());
}
}
}