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-rw-r--r--include/components.hpp5
-rw-r--r--include/weather.hpp10
-rw-r--r--src/particle.cpp5
-rw-r--r--src/ui.cpp2
-rw-r--r--src/world.cpp2
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;
diff --git a/src/ui.cpp b/src/ui.cpp
index 88a314c..06e5841 100644
--- a/src/ui.cpp
+++ b/src/ui.cpp
@@ -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];