diff options
author | Clyne Sullivan <tullivan99@gmail.com> | 2016-04-05 08:48:29 -0400 |
---|---|---|
committer | Clyne Sullivan <tullivan99@gmail.com> | 2016-04-05 08:48:29 -0400 |
commit | 16920d744a2e638f564753f15f1269f51c131b6b (patch) | |
tree | ae3ee1ba2b2f7a92c196347853e0c82e2dd14973 /main.cpp | |
parent | 4ea7b19bf2d4c64719471a53e6223aac7c250585 (diff) |
sword improvements, page threading
Diffstat (limited to 'main.cpp')
-rw-r--r-- | main.cpp | 33 |
1 files changed, 22 insertions, 11 deletions
@@ -695,18 +695,27 @@ void render() { getWorldWeatherStr( weather ).c_str() ); - if(ui::posFlag){ + if ( ui::posFlag ) { glBegin(GL_LINES); - glColor3ub(255,0,0); + /*glColor3ub(255,0,0); glVertex2i(0,0); - glVertex2i(0,SCREEN_HEIGHT); + glVertex2i(0,SCREEN_HEIGHT);*/ - glColor3ub(255,255,255); + /*glColor3ub(255,255,255); glVertex2i(player->loc.x + player->width/2,0); glVertex2i(player->loc.x + player->width/2,SCREEN_HEIGHT); + glVertex2i( offset.x - SCREEN_WIDTH / 2, player->loc.y + player->height / 2 ); + glVertex2i( offset.x + SCREEN_WIDTH / 2, player->loc.y + player->height / 2 );*/ + + /*glVertex2i( -SCREEN_WIDTH / 2 + offset.x, player->loc.y ); + glVertex2i( SCREEN_WIDTH / 2 + offset.x, player->loc.y );*/ + + glColor3ub(100,100,255); + for ( auto &e : currentWorld->entity ) { + glVertex2i( player->loc.x + player->width / 2, player->loc.y + player->height / 2 ); + glVertex2i( e->loc.x + e->width / 2, e->loc.y + e->height / 2 ); + } - glVertex2i(-SCREEN_WIDTH/2+offset.x,player->loc.y); - glVertex2i(SCREEN_WIDTH/2+offset.x, player->loc.y); glEnd(); } @@ -759,16 +768,18 @@ void logic(){ if ( player->loc.y < 0 ) gameRunning = false; - for ( auto &e : currentWorld->entity ) { - if ( player->inv->usingi ) { + if ( player->inv->usingi ) { + for ( auto &e : currentWorld->entity ) { e->hit = false; - std::cout << "bang" << std::endl; - if ( player->inv->usingi && !e->hit && player->inv->detectCollision( { e->loc.x, e->loc.y }, { e->loc.x + e->width, e->loc.y + e->height} ) ) { e->health -= 25; e->hit = true; + e->forcedMove = true; + e->vel.x = 0.5f * (player->left ? -1 : 1); + e->vel.y = 0.2f; + break; //for(int r = 0; r < (rand()%5);r++) // currentWorld->addParticle(rand()%HLINE*3 + n->loc.x - .05f,n->loc.y + n->height*.5, HLINE,HLINE, -(rand()%10)*.01,((rand()%4)*.001-.002), {(rand()%75+10)/100.0f,0,0}, 10000); //if ( e->health <= 0 ) { @@ -776,9 +787,9 @@ void logic(){ // currentWorld->addParticle(rand()%HLINE*3 + n->loc.x - .05f,n->loc.y + n->height*.5, HLINE,HLINE, -(rand()%10)*.01,((rand()%10)*.01-.05), {(rand()%75)+10/100.0f,0,0}, 10000); } } + player->inv->usingi = false; } - /* * Entity logic: This loop finds every entity that is alive and in the current world. It then * basically runs their AI functions depending on what type of entity they are. For NPCs, |