diff --git a/applications/plugins/scorched_tanks/scorched_tanks_game_app.c b/applications/plugins/scorched_tanks/scorched_tanks_game_app.c index 956305dc9..d0ac91e71 100644 --- a/applications/plugins/scorched_tanks/scorched_tanks_game_app.c +++ b/applications/plugins/scorched_tanks/scorched_tanks_game_app.c @@ -13,7 +13,7 @@ #define PLAYER_INIT_POWER 50 #define ENEMY_INIT_LOCATION_X 108 #define TANK_BARREL_LENGTH 8 -#define GRAVITY_FORCE 0.5 +#define GRAVITY_FORCE (double)0.5 #define MIN_GROUND_HEIGHT 35 #define MAX_GROUND_HEIGHT 55 #define MAX_FIRE_POWER 100 @@ -114,12 +114,12 @@ int scorched_tanks_random(int min, int max) void scorched_tanks_generate_ground(Game *game_state) { - auto lastHeight = 45; + int lastHeight = 45; for (unsigned char a = 0; a < SCREEN_WIDTH; a++) { - auto diffHeight = scorched_tanks_random(-2, 3); - auto changeLength = scorched_tanks_random(1, 6); + int diffHeight = scorched_tanks_random(-2, 3); + int changeLength = scorched_tanks_random(1, 6); if (diffHeight == 0) { @@ -130,8 +130,8 @@ void scorched_tanks_generate_ground(Game *game_state) { if (a + b < SCREEN_WIDTH) { - auto index = a + b; - auto newPoint = lastHeight + diffHeight; + int index = a + b; + int newPoint = lastHeight + diffHeight; newPoint = newPoint < MIN_GROUND_HEIGHT ? MIN_GROUND_HEIGHT : newPoint; newPoint = newPoint > MAX_GROUND_HEIGHT ? MAX_GROUND_HEIGHT : newPoint; game_state->ground[index].x = index; @@ -450,8 +450,8 @@ static void scorched_tanks_fire(Game *game_state) { double sinFromAngle = scorched_tanks_sin[game_state->player.aimAngle]; double cosFromAngle = scorched_tanks_cos[game_state->player.aimAngle]; - auto aimX1 = game_state->player.locationX; - auto aimY1 = game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE; + unsigned char aimX1 = game_state->player.locationX; + unsigned char aimY1 = game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE; int aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle; int aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle; game_state->bulletPosition.x = aimX2; @@ -463,8 +463,8 @@ static void scorched_tanks_fire(Game *game_state) { double sinFromAngle = scorched_tanks_sin[game_state->enemy.aimAngle]; double cosFromAngle = scorched_tanks_cos[game_state->enemy.aimAngle]; - auto aimX1 = game_state->enemy.locationX; - auto aimY1 = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE; + unsigned char aimX1 = game_state->enemy.locationX; + unsigned char aimY1 = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE; int aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle; int aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle; aimX2 = aimX1 - (aimX2 - aimX1);