diff options
author | drumsetmonkey <abelleisle@roadrunner.com> | 2015-12-01 08:20:31 -0500 |
---|---|---|
committer | drumsetmonkey <abelleisle@roadrunner.com> | 2015-12-01 08:20:31 -0500 |
commit | e02aaafad3ecef8752b538a2421c5e36fe4809c2 (patch) | |
tree | 1bcc3c138e12a6d81830b1d1ed44778e58558a69 /main.cpp | |
parent | 813f30f8d7e4db971fbb9aab429b489e884ad2e9 (diff) |
Fixed gameloop timestep and updated animations
Diffstat (limited to 'main.cpp')
-rw-r--r-- | main.cpp | 16 |
1 files changed, 1 insertions, 15 deletions
@@ -483,7 +483,6 @@ void mainLoop(void){ currentTime=millis(); prevPrevTime=currentTime; } - /* * Update timing values. This is crucial to calling logic and updating the window (basically * the entire game). @@ -496,8 +495,7 @@ void mainLoop(void){ /* * Run the logic handler if MSEC_PER_TICK milliseconds have passed. */ - - if(prevPrevTime + MSEC_PER_TICK >= currentTime){ + if(prevPrevTime + MSEC_PER_TICK <= currentTime){ logic(); prevPrevTime = currentTime; } @@ -511,7 +509,6 @@ void mainLoop(void){ /* * Update debug variables if necessary */ - if(++debugDiv==20){ debugDiv=0; @@ -522,7 +519,6 @@ void mainLoop(void){ } render(); // Call the render loop - } extern bool fadeEnable; @@ -773,7 +769,6 @@ void render(){ /* * Here we draw a black overlay if it's been requested. */ - if(fadeIntensity){ glColor4ub(0,0,0,fadeIntensity); glRectf(offset.x-SCREEN_WIDTH /2, @@ -784,7 +779,6 @@ void render(){ ui::importantText("The screen is black."); } }else if(ui::fontSize != 16) ui::setFontSize(16); - /************************** **** END RENDERING **** **************************/ @@ -805,7 +799,6 @@ void render(){ } void logic(){ - /* * NPCSelected is used to insure that only one NPC is made interactable with the mouse * if, for example, multiple entities are occupying one space. @@ -816,14 +809,12 @@ void logic(){ /* * Handle user input (keyboard & mouse). */ - ui::handleEvents(); /* * Run the world's detect function. This handles the physics of the player and any entities * that exist in this world. */ - currentWorld->detect(player); if(player->loc.y<.02)gameRunning=false; @@ -833,7 +824,6 @@ void logic(){ * click detection is done as well for NPC/player interaction. * */ - if((SDL_GetMouseState(NULL, NULL) & SDL_BUTTON(SDL_BUTTON_LEFT)) && !ui::dialogBoxExists)player->inv->useItem(); for(auto &n : currentWorld->npc){ @@ -907,7 +897,6 @@ void logic(){ }else n->near=false; } } - for(auto &m : currentWorld->mob){ if(m->alive){ @@ -929,7 +918,6 @@ void logic(){ } } } - unsigned int i = 0; for(auto &o : currentWorld->object){ if(o->alive){ @@ -960,7 +948,6 @@ void logic(){ /* * Switch between day and night (SUNNY and DARK) if necessary. */ - if(!(tickCount%DAY_CYCLE)||!tickCount){ if(weather==SUNNY){ weather=DARK; @@ -978,7 +965,6 @@ void logic(){ /* * Transition to and from black if necessary. */ - if(fadeEnable){ if(fadeIntensity < 160)fadeIntensity+=5; else if(fadeIntensity < 255)fadeIntensity+=1; |