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-rw-r--r--include/common.h2
-rw-r--r--src/entities.cpp1
-rw-r--r--src/main.cpp8
-rw-r--r--src/ui.cpp3
4 files changed, 11 insertions, 3 deletions
diff --git a/include/common.h b/include/common.h
index 4f7ba48..2a35317 100644
--- a/include/common.h
+++ b/include/common.h
@@ -24,7 +24,7 @@ enum _TYPE { //these are the main types of entities
#define SCREEN_HEIGHT 720
//#define FULLSCREEN
-#define HLINE 3 //base unit of the world
+#define HLINE 3 //base unit of the world
#define initRand(s) srand(s)
#define getRand() rand()
diff --git a/src/entities.cpp b/src/entities.cpp
index b33f226..3560a2d 100644
--- a/src/entities.cpp
+++ b/src/entities.cpp
@@ -84,6 +84,7 @@ unsigned int Structures::spawn(_TYPE t, float x, float y){ //spawns a structure
height = 16 * HLINE;
int tempN = (getRand() % 5 + 1); //amount of villagers that will spawn
+ //int tempN=200;
for(int i=0;i<tempN;i++){
entity.push_back(new NPC()); //create a new entity of NPC type
npc.push_back(NPC()); //create new NPC
diff --git a/src/main.cpp b/src/main.cpp
index ef2a7bc..d36929a 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -128,7 +128,7 @@ int main(int argc, char *argv[]){
}
player->loc.y+=player->vel.y*deltaTime;
- player->loc.x+=player->vel.x*deltaTime;
+ player->loc.x+=(player->vel.x*player->speed)*deltaTime;
render();
}
@@ -188,6 +188,11 @@ void render(){
/**************************
**** CLOSE THE LOOP ****
**************************/
+ int mx = ui::mouse.x, my=ui::mouse.y;
+ my = 720 - my;
+ mx -= (SCREEN_WIDTH/2);
+ glRectf(mx + player->loc.x, my, mx + player->loc.x + HLINE * 1, my + HLINE * 1);
+
glPopMatrix(); //take the matrix(s) off the stack to pass them to the renderer
SDL_GL_SwapWindow(window); //give the stack to SDL to render it
@@ -199,7 +204,6 @@ void logic(){
for(int i=0;i<=entity.size();i++){
if(entity[i]->alive&&entity[i]->type == NPCT){
entity[i]->wander((rand()%120 + 30), &entity[i]->vel);
- //std::cout<<"works"<<i<<std::endl;
}
}
}
diff --git a/src/ui.cpp b/src/ui.cpp
index 13b898d..c0588ce 100644
--- a/src/ui.cpp
+++ b/src/ui.cpp
@@ -165,6 +165,7 @@ namespace ui {
if(SDL_KEY==SDLK_i)currentWorld=currentWorld->goWorldBack(player); // Go back a layer if possible
if(SDL_KEY==SDLK_k)currentWorld=currentWorld->goWorldFront(player); // Go forward a layer if possible
if(SDL_KEY==SDLK_F3)debug^=true;
+ if(SDL_KEY==SDLK_LSHIFT)player->speed = 3;
// TEMPORARY UNTIL MOUSE
if(SDL_KEY==SDLK_t){
@@ -181,6 +182,8 @@ namespace ui {
case SDL_KEYUP:
if(SDL_KEY==SDLK_a)player->vel.x=0; // Stop the player if movement keys are released
if(SDL_KEY==SDLK_d)player->vel.x=0;
+ if(SDL_KEY==SDLK_LSHIFT)player->speed = 1;
+
break;
default:
break;