diff options
-rw-r--r-- | include/components.hpp | 5 | ||||
-rw-r--r-- | include/weather.hpp | 10 | ||||
-rw-r--r-- | src/particle.cpp | 5 | ||||
-rw-r--r-- | src/ui.cpp | 2 | ||||
-rw-r--r-- | src/world.cpp | 2 |
5 files changed, 9 insertions, 15 deletions
diff --git a/include/components.hpp b/include/components.hpp index 8e245a7..805e8b2 100644 --- a/include/components.hpp +++ b/include/components.hpp @@ -269,11 +269,6 @@ struct Animate { } }; -//TODO -struct Input { - -}; - /** * @struct Visible * @brief If an entity is visible we want to be able to draw it. diff --git a/include/weather.hpp b/include/weather.hpp index f2f5fed..0820871 100644 --- a/include/weather.hpp +++ b/include/weather.hpp @@ -50,15 +50,15 @@ public: offset.y + game::SCREEN_HEIGHT / 2 + 100), ParticleType::Drop, 3000, 3); } - break; // TODO + break; case Weather::Snowy: - if (newPartDelay++ == 4) { + if (newPartDelay++ == 6) { newPartDelay = 0; - partSystem.add(vec2(offset.x - game::SCREEN_WIDTH / 2 + randGet() % game::SCREEN_WIDTH, - offset.y + game::SCREEN_HEIGHT / 2 + 100), + partSystem.add(vec2(offset.x - game::SCREEN_WIDTH + randGet() % game::SCREEN_WIDTH * 2, + offset.y + game::SCREEN_HEIGHT / 2 + 50), ParticleType::Confetti, 6000, 0); } - break; // TODO + break; default: break; } diff --git a/src/particle.cpp b/src/particle.cpp index a8fab9d..2d92409 100644 --- a/src/particle.cpp +++ b/src/particle.cpp @@ -84,12 +84,11 @@ void ParticleSystem::update(entityx::EntityManager &en, entityx::EventManager &e { (void)en; (void)ev; - (void)dt; // TODO use for time to die auto& worldSystem = *game::engine.getSystem<WorldSystem>(); - for (auto part = std::begin(parts); part != std::end(parts); part++) { - auto& p = *part; + for (unsigned int i = 0; i < parts.size(); i++) { + auto& p = parts[i]; // update timers p.timeLeft -= dt; @@ -309,7 +309,7 @@ namespace ui { glVertexAttribPointer(Render::textShader.tex, 2, GL_FLOAT, GL_FALSE, 0, tex_coord); glDrawArrays(GL_TRIANGLES, 0, 6); - glUniform4f(Render::textShader.uniform[WU_tex_color], 1.0, 1.0, 1.0, 1.0); + glUniform4f(Render::textShader.uniform[WU_tex_color], 1.0, 1.0, 1.0, 1.0); // TODO seg faults Render::textShader.disable(); Render::textShader.unuse(); diff --git a/src/world.cpp b/src/world.cpp index c882256..a82fc8b 100644 --- a/src/world.cpp +++ b/src/world.cpp @@ -763,7 +763,7 @@ void WorldSystem::render(void) //glUniform4f(Render::worldShader.uniform[WU_tex_color], 1.0, 1.0, 1.0, 1.3 - static_cast<float>(alpha) / 255.0f); //makeWorldDrawingSimplerEvenThoughAndyDoesntThinkWeCanMakeItIntoFunctions(0, fron_tex_coord, tex_coord, 6); - // TODO make stars dynamic + // TODO make stars dynamic (make them particles??) /*static GLuint starTex = Texture::loadTexture("assets/style/classic/bg/star.png"); const static float stardim = 24; GLfloat star_coord[star.size() * 5 * 6 + 1]; |