refactor: format project
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@@ -61,7 +61,7 @@ public:
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std::uint16_t getMaxLife() const { return m_MaxLife; }
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};
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struct EffectDuration{
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struct EffectDuration {
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EffectType type;
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float duration; // in seconds
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const Tower* tower; // the tower that gived the effect
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@@ -88,7 +88,7 @@ private:
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float m_X = 0, m_Y = 0;
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public:
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Mob(MobID id, MobLevel level, PlayerID sender) : m_Sender(sender), m_Level(level),
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Mob(MobID id, MobLevel level, PlayerID sender) : m_Sender(sender), m_Level(level),
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m_EffectFireTimer(1000), m_EffectPoisonTimer(1000), m_EffectHealTimer(1000) {
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}
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@@ -97,7 +97,7 @@ public:
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virtual void tick(std::uint64_t delta);
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virtual void OnDeath(World* world){}
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virtual void OnDeath(World* world) {}
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const TowerImmunities& getTowerImmunities() const { return getMobTowerImmunities(getType(), m_Level); }
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const EffectImmunities& getEffectImmunities() const { return getMobEffectImmunities(getType(), m_Level); }
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@@ -22,7 +22,7 @@ private:
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bool m_GoldChanged;
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bool m_ExpChanged;
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public:
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Player(std::uint8_t id = 0) : m_TeamColor(game::TeamColor::None), m_Gold(0), m_Exp(0), m_ID(id), m_GoldPerSecond(5),
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Player(std::uint8_t id = 0) : m_TeamColor(game::TeamColor::None), m_Gold(0), m_Exp(0), m_ID(id), m_GoldPerSecond(5),
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m_GoldChanged(false), m_ExpChanged(false) {}
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const std::string& getName() const { return m_Name; }
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@@ -34,7 +34,7 @@ public:
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std::uint8_t getGoldPerSecond() const { return m_GoldPerSecond; }
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void setGoldPerSecond(std::uint8_t goldPerSecond) { m_GoldPerSecond = goldPerSecond; }
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std::uint32_t getGold() const { return m_Gold;}
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std::uint32_t getGold() const { return m_Gold; }
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void setGold(std::uint32_t gold) { m_GoldChanged = true; m_Gold = gold; }
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void addGold(std::uint32_t gold) { m_GoldChanged = true; m_Gold += gold; }
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void removeGold(std::uint32_t gold) { m_GoldChanged = true; m_Gold -= gold; }
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