-2
-canJump
-1
-canSprint
-1
}
}).detach();
- while (gameRunning)
+ while (gameRunning) {
render();
+ ui::handleEvents();
+ }
// put away the brice for later
game::briceSave();
return;
} else {
// handle keypresses - currentWorld could change here
- ui::handleEvents();
+ //ui::handleEvents();
if (game::time::tickHasPassed())
logic();
floor(offset.x+SCREEN_WIDTH/2), //right
floor(offset.y-SCREEN_HEIGHT/2), //bottom
floor(offset.y+SCREEN_HEIGHT/2), //top
- 10.0f, //near
- -10.0f); //far
+ 10.0, //near
+ -10.0); //far
glm::mat4 view = glm::lookAt(glm::vec3(0,0,0.0f), //pos
glm::vec3(0,0,-10.0f), //looking at
alive = false;
health = 0;
- if (xmle) {
+ /*if (xmle) {
xmle->SetAttribute("alive", false);
currentXMLDoc.SaveFile(currentXML.c_str(), false);
- }
+ }*/
}
bool Entity::isAlive(void) const
toggleBlackFast();
player->canMove = true;
};
-
+
while(SDL_PollEvent(&e)) {
switch(e.type) {
ui::toggleWhiteFast();
}
} else {
- ui::dialogBox(player->name, "", false, "%s doesn't appear to be in the mood for fighting...", m->name);
+ ui::dialogBox(player->name, "", false, "%s doesn't appear to be in the mood for fighting...", m->name.c_str());
}
ACTION_EPILOUGE;
glEnableVertexAttribArray(worldShader_attribute_coord);
glEnableVertexAttribArray(worldShader_attribute_tex);
- uint ps = particles.size();
+ uint ps = 0;particles.size();
uint pss = ps * 6 * 5;
- uint pc = 0;
+ //uint pc = 0;
std::vector<GLfloat> partVec(pss);
- GLfloat *pIndex = &partVec[0];
+ /*GLfloat *pIndex = &partVec[0];
for (const auto &p : particles) {
pc += 30;
break;
}
p.draw(pIndex);
- }
+ }*/
glVertexAttribPointer(worldShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &partVec[0]);
glVertexAttribPointer(worldShader_attribute_tex, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &partVec[3]);
vil = vil->NextSiblingElement();
}
- std::ifstream dat ((_currentXML + ".dat").data());
- if (dat.good()) {
- dat.close();
- tmp->load();
- }
-
if (!loadedLeft && !loadedRight) {
currentXML = _currentXML;
currentXMLRaw = _currentXMLRaw;
+
+ std::ifstream dat ((_currentXML + ".dat").data());
+ if (dat.good()) {
+ dat.close();
+ tmp->load();
+ }
} else {
delete _currentXMLDoc;
}