mPingu
mShrek
mLogan
+mJohn Cena
fShani
fIsidra
fAja
*/
extern vec2 offset;
+extern float handAngle;
+
/*
* Loads an image from the given file path and attempts to make a texture out of it. The
* resulting GLuint is returned (used to recall the texture in glBindTexture).
bool gameRunning;
+float handAngle;
+
/*
* currentWorld - This is a pointer to the current world that the player
* is in. Most drawing/entity handling is done through this
char *worldBuf;
unsigned int worldSize;
worldBuf=currentWorld->save(&worldSize);
- std::cout<<worldSize<<" "<<(int)worldBuf<<std::endl;
- std::cout<<fwrite(worldBuf,1,worldSize,worldSave)<<std::endl;
if(ferror(worldSave))perror("HEY: ");
fclose(worldSave);
glUseProgramObjectARB(0);
#endif //SHADERS
- float handAngle;
if(player->light){
handAngle = atan((ui::mouse.y - (player->loc.y + player->height/2)) / (ui::mouse.x - player->loc.x + player->width/2))*180/PI;
if(ui::mouse.x < player->loc.x){
if(SDL_GetMouseState(NULL, NULL) & SDL_BUTTON(SDL_BUTTON_RIGHT)){
NPCp(entity[i])->interact();
- //Mix_PlayChannel( -1, horn, 0); // Audio feedback
+ Mix_PlayChannel( -1, horn, 0); // Audio feedback
}
}
* Load the saved world if it exists, otherwise generate a new one.
*/
- FILE *worldLoad;
+ /*FILE *worldLoad;
if((worldLoad=fopen("world.dat","r"))){
std::cout<<"Yes"<<std::endl;
char *buf;
buf=(char *)malloc(size);
fread(buf,1,size,worldLoad);
test->load(buf);
- }else{
+ }else{*/
test->generate(SCREEN_WIDTH * 2);
test->addHole(100,150);
- }
+ //}
test->addLayer(400);
memset(ret,0,512);
size=strlen(str);
linc=0;
- sinc=2;
+ sinc=1;
}
- if(++sinc==3){
+ if(++sinc==2){
sinc=0;
strncpy(ret+linc,str+linc,1);
if(linc<size)linc++;
if(SDL_KEY==SDLK_p)toggleBlack();
if(SDL_KEY==SDLK_F3)debug^=true;
if(SDL_KEY==SDLK_b & SDL_KEY==SDLK_F3)posFlag^=true;
+ if(SDL_KEY==SDLK_UP)handAngle++;
+ if(SDL_KEY==SDLK_DOWN)handAngle--;
break;
/*
KEYUP
if(SDL_KEY==SDLK_LCTRL)player->speed = 1;
if(SDL_KEY==SDLK_h)player->health-=5;
if(SDL_KEY==SDLK_f)player->light ^= true;
+ if(SDL_KEY==SDLK_UP)handAngle+=0;
+ if(SDL_KEY==SDLK_DOWN)handAngle-=0;
+
break;
default:
break;
// or not calculated at all, so GEN_INC is also used to decrease 'lineCount' in functions like draw()
// and detect().
-#define GEN_MIN 40
-#define GEN_MAX 70
+#define GEN_MIN 80
+#define GEN_MAX 110
#define GEN_INIT 60
-#define GRASS_HEIGHT 4 // Defines how long the grass layer of a line should be in multiples of HLINE.
+#define GRASS_HEIGHT 4 // Defines how long the grass layer of a line should be in multiples of HLINE.
#define DRAW_Y_OFFSET 50 // Defines how many pixels each layer should be offset from each other on the y axis when drawn.
void World::load(char *buf){
struct wSavePack *sp;
sp=(struct wSavePack *)buf;
- std::cout<<sp->lineCount<<std::endl;
x_start=sp->x_start;
lineCount=sp->lineCount;
line=(struct line_t *)calloc(lineCount,sizeof(struct line_t));