diff options
author | drumsetmonkey <abelleisle@roadrunner.com> | 2016-02-19 18:33:29 -0500 |
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committer | drumsetmonkey <abelleisle@roadrunner.com> | 2016-02-19 18:33:29 -0500 |
commit | 0075f9e7997d01fa2105bff38e40a3d5b8b421e6 (patch) | |
tree | c2e9bbbced1ac97cbcfd81930905aec50325dc64 /main.cpp | |
parent | 2a4a514b654ef0e08134a116c658d49a8f16cfe7 (diff) |
Village work
Diffstat (limited to 'main.cpp')
-rw-r--r-- | main.cpp | 11 |
1 files changed, 5 insertions, 6 deletions
@@ -237,6 +237,7 @@ int main(/*int argc, char *argv[]*/){ return -1; } Mix_AllocateChannels(8); + updateConfig(); // Run Mix_Quit when main returns atexit(Mix_Quit); @@ -373,8 +374,6 @@ int main(/*int argc, char *argv[]*/){ delete[] shaderSource; glEnable(GL_MULTISAMPLE); - - Mix_Volume(0,VOLUME_MASTER); /* * Create all the worlds, entities, mobs, and the player. This function is defined in @@ -524,7 +523,7 @@ void render(){ if(player->loc.x - SCREEN_WIDTH/2 < currentWorld->getTheWidth() * -0.5f) offset.x = ((currentWorld->getTheWidth() * -0.5f) + SCREEN_WIDTH / 2) + player->width / 2; if(player->loc.x + player->width + SCREEN_WIDTH/2 > currentWorld->getTheWidth() * 0.5f) - offset.x = ((currentWorld->getTheWidth() * 0.5f) - SCREEN_WIDTH / 2);// + player->width / 2; + offset.x = ((currentWorld->getTheWidth() * 0.5f) - SCREEN_WIDTH / 2) - player->width / 2; } if(player->loc.y > SCREEN_HEIGHT/2) @@ -570,7 +569,7 @@ void render(){ glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); - glOrtho((offset.x-SCREEN_WIDTH/2),(offset.x+SCREEN_WIDTH/2),offset.y-SCREEN_HEIGHT/2,offset.y+SCREEN_HEIGHT/2,-1,1); + glOrtho((offset.x-SCREEN_WIDTH/2),(offset.x+SCREEN_WIDTH/2),(offset.y-SCREEN_HEIGHT/2),(offset.y+SCREEN_HEIGHT/2),-1,1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); @@ -892,7 +891,7 @@ void logic(){ } } } - for(auto &b : currentWorld->build){ + /*for(auto &b : currentWorld->build){ switch(b->bsubtype){ case FOUNTAIN: for(int r = 0; r < (rand()%25)+10;r++){ @@ -917,7 +916,7 @@ void logic(){ break; default: break; } - } + }*/ /* * Switch between day and night (SUNNY and DARK) if necessary. |