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@@ -12,7 +12,7 @@
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#define PLAYER_INIT_AIM 45
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#define PLAYER_INIT_POWER 50
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#define ENEMY_INIT_LOCATION_X 108
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-#define TANK_BARREL_LENGTH 8
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+#define TANK_BARREL_LENGTH 7
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#define GRAVITY_FORCE (double)0.5
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#define MIN_GROUND_HEIGHT 35
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#define MAX_GROUND_HEIGHT 55
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@@ -313,13 +313,13 @@ static void scorched_tanks_render_callback(Canvas *const canvas, void *ctx)
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aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
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aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
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- aimX1 += 1;
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- aimX2 += 1;
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+ aimX1 += 2;
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+ aimX2 += 2;
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}
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else
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{
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aimX1 = game_state->enemy.locationX;
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- aimY1 = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE;
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+ aimY1 = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE + 2;
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double sinFromAngle = scorched_tanks_sin[game_state->enemy.aimAngle];
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double cosFromAngle = scorched_tanks_cos[game_state->enemy.aimAngle];
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@@ -328,11 +328,11 @@ static void scorched_tanks_render_callback(Canvas *const canvas, void *ctx)
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aimX2 = aimX1 - (aimX2 - aimX1);
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- aimX1 -= 1;
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- aimX2 -= 1;
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+ aimX1 -= 2;
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+ aimX2 -= 2;
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}
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- canvas_draw_line(canvas, aimX1, aimY1 - 3, aimX2, aimY2 - 3);
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+ canvas_draw_line(canvas, aimX1, aimY1 - 2, aimX2, aimY2 - 2);
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canvas_set_font(canvas, FontSecondary);
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@@ -432,13 +432,14 @@ static void scorched_tanks_aim_up(Game *game_state)
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static void scorched_tanks_aim_down(Game *game_state)
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{
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- if (game_state->player.aimAngle > 0 && !game_state->isShooting)
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+ if (!game_state->isShooting)
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{
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- if (game_state->isPlayerTurn)
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+ if (game_state->isPlayerTurn && game_state->player.aimAngle > 0)
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{
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game_state->player.aimAngle--;
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}
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- else
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+
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+ if (!game_state->isPlayerTurn && game_state->enemy.aimAngle > 0)
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{
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game_state->enemy.aimAngle--;
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}
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