]> code.bitgloo.com Git - clyne/gamedev.git/commitdiff
changelog
authorClyne Sullivan <tullivan99@gmail.com>
Mon, 26 Oct 2015 11:21:08 +0000 (07:21 -0400)
committerClyne Sullivan <tullivan99@gmail.com>
Mon, 26 Oct 2015 11:21:08 +0000 (07:21 -0400)
Changelog
main.cpp

index 43e8d5d7b475d8de78db2b7fcedb1586bfa89fe0..ad5f1b6597d7d31435930e2856cfd888440bc12d 100644 (file)
--- a/Changelog
+++ b/Changelog
        - removed npc array; NPCs are now created in the entity array
        - created a basic texture handling library
        
-       
\ No newline at end of file
+10/23/2015:
+===========
+
+       - fixed entity initialization
+       - added multiple mobs
+       - improved texture handling
\ No newline at end of file
index 979a0bbbaecae7133bc12fc1e5900e8a63d2302f..e43029aa5bf89f7a8a1f6fc230935f9141234d31 100644 (file)
--- a/main.cpp
+++ b/main.cpp
@@ -305,18 +305,19 @@ int main(int argc, char *argv[]){
        /*
         *      TODO - Initialize shaders n' stuff
        */
-       
+
        /*
+       
        GLuint fragShader;
-       GLuint shaderProgram;6da
+       GLuint shaderProgram;
 
        const GLchar *shaderSource = "shader.frag";
        GLint bufferln = GL_FALSE;
 
        shaderProgram = glCreateProgram();
        fragShader = glCreateShader(GL_FRAGMENT_SHADER);
-               
-       glShaderSource(fragShader, 1, shaderSource, NULL);
+       
+       glShaderSource(fragShader, 1, &shaderSource, NULL);
        glCompileShader(fragShader);
        glGetShaderiv(fragShader, GL_COMPILE_STATUS, &bufferln);
        
@@ -327,9 +328,11 @@ int main(int argc, char *argv[]){
        glAttachShader(shaderProgram, fragShader);
        glLinkProgram(shaderProgram);
        glValidateProgram(shaderProgram);
-       */
+
        //glEnable(GL_DEPTH_TEST);
        //glEnable(GL_MULTISAMPLE);
+       
+       */
 
        /*
         *      Open the names file containing potential names for NPCs and store it in the names file
@@ -417,7 +420,7 @@ void mainLoop(void){
        if(!currentTime){                                               // Initialize currentTime if it hasn't been
                currentTime=millis();
                prevPrevTime=currentTime;
-       }
+       }       
        
        /*
         *      Update timing values. This is crucial to calling logic and updating the window (basically
@@ -580,7 +583,7 @@ void render(){
                
                ui::putText(player->loc.x-SCREEN_WIDTH/2,
                                        SCREEN_HEIGHT-ui::fontSize,
-                                       "FPS: %d\nG:%d\nRes: %ux%u\nE: %d\nPOS: (x)%+.2f\n     (y)%+.2f\nQc: %u\nTS:%d\n",
+                                       "FPS: %d\nG:%d\nRes: %ux%u\nE: %d\nPOS: (x)%+.2f\n     (y)%+.2f\nQc: %u",
                                        fps,
                                        player->ground,
                                        SCREEN_WIDTH,                           // Window dimensions
@@ -588,8 +591,7 @@ void render(){
                                        entity.size(),                          // Size of entity array
                                        player->loc.x,                          // The player's x coordinate
                                        debugY,                                         // The player's y coordinate
-                                       player->qh.current.size(),      // Active quest count
-                                       player->tex->texState
+                                       player->qh.current.size()       // Active quest count
                                        );
                                        
        }