}
};
-//TODO
-struct Input {
-
-};
-
/**
* @struct Visible
* @brief If an entity is visible we want to be able to draw it.
offset.y + game::SCREEN_HEIGHT / 2 + 100),
ParticleType::Drop, 3000, 3);
}
- break; // TODO
+ break;
case Weather::Snowy:
- if (newPartDelay++ == 4) {
+ if (newPartDelay++ == 6) {
newPartDelay = 0;
- partSystem.add(vec2(offset.x - game::SCREEN_WIDTH / 2 + randGet() % game::SCREEN_WIDTH,
- offset.y + game::SCREEN_HEIGHT / 2 + 100),
+ partSystem.add(vec2(offset.x - game::SCREEN_WIDTH + randGet() % game::SCREEN_WIDTH * 2,
+ offset.y + game::SCREEN_HEIGHT / 2 + 50),
ParticleType::Confetti, 6000, 0);
}
- break; // TODO
+ break;
default:
break;
}
{
(void)en;
(void)ev;
- (void)dt; // TODO use for time to die
auto& worldSystem = *game::engine.getSystem<WorldSystem>();
- for (auto part = std::begin(parts); part != std::end(parts); part++) {
- auto& p = *part;
+ for (unsigned int i = 0; i < parts.size(); i++) {
+ auto& p = parts[i];
// update timers
p.timeLeft -= dt;
glVertexAttribPointer(Render::textShader.tex, 2, GL_FLOAT, GL_FALSE, 0, tex_coord);
glDrawArrays(GL_TRIANGLES, 0, 6);
- glUniform4f(Render::textShader.uniform[WU_tex_color], 1.0, 1.0, 1.0, 1.0);
+ glUniform4f(Render::textShader.uniform[WU_tex_color], 1.0, 1.0, 1.0, 1.0); // TODO seg faults
Render::textShader.disable();
Render::textShader.unuse();
//glUniform4f(Render::worldShader.uniform[WU_tex_color], 1.0, 1.0, 1.0, 1.3 - static_cast<float>(alpha) / 255.0f);
//makeWorldDrawingSimplerEvenThoughAndyDoesntThinkWeCanMakeItIntoFunctions(0, fron_tex_coord, tex_coord, 6);
- // TODO make stars dynamic
+ // TODO make stars dynamic (make them particles??)
/*static GLuint starTex = Texture::loadTexture("assets/style/classic/bg/star.png");
const static float stardim = 24;
GLfloat star_coord[star.size() * 5 * 6 + 1];