// used by the editor int CZone::DeleteNPC(int x, int y) { for (unsigned int t=0;t<npcs.size();t++) { if ((npcs[t]->getXPos()+npcs[t]->getTexture( ActivityType::Walking )->getTexture( 1 ).width > x) && (npcs[t]->getXPos() < x)) { if ((npcs[t]->getYPos()+npcs[t]->getTexture( ActivityType::Walking )->getTexture( 1 ).height > y) && (npcs[t]->getYPos() < y)) { removeNPC( npcs[t] ); return 0; } } } return 1; }
void BattleScene::update(float dt) { removeNPC(); checkCollisionBombs(); for (auto player: _players) { if (!player->isDestroy() && collisionNPCwithPlayer(player)) { _control->showControlPlayer(player->getColorID(), false); player->dead(); } } endGame(); }