changed deltaTime to double
This commit is contained in:
parent
868ec3eb56
commit
b11a99b0d4
21 changed files with 86 additions and 23 deletions
36
.vscode/launch.json
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36
.vscode/launch.json
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@ -0,0 +1,36 @@
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{
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"version": "0.2.0",
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"configurations": [
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{
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"name": "(Windows) Launch",
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"type": "cppvsdbg",
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"request": "launch",
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"program": "${workspaceFolder}/out/build/x64-debug/YuppleMayham/YuppleMayham.exe",
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"args": [],
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"stopAtEntry": false,
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"cwd": "${workspaceFolder}/out/build/x64-debug/YuppleMayham/",
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"environment": [],
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"console": "externalTerminal"
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},
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{
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"name": "(gdb) Attach",
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"type": "cppdbg",
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"request": "attach",
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"program": "${workspaceFolder}/YuppleMayham.exe",
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"MIMode": "gdb",
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"miDebuggerPath": "gdb",
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"setupCommands": [
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{
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"description": "Enable pretty-printing for gdb",
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"text": "-enable-pretty-printing",
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"ignoreFailures": true
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},
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{
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"description": "Set Disassembly Flavor to Intel",
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"text": "-gdb-set disassembly-flavor intel",
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"ignoreFailures": true
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}
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]
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},
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]
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}
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28
.vscode/tasks.json
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28
.vscode/tasks.json
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@ -0,0 +1,28 @@
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{
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"tasks": [
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{
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"type": "cppbuild",
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"label": "C/C++: cl.exe build active file",
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"command": "cl.exe",
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"args": [
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"/Zi",
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"/EHsc",
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"/nologo",
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"/Fe${fileDirname}\\${fileBasenameNoExtension}.exe",
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"${file}"
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],
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"options": {
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"cwd": "${fileDirname}"
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},
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"problemMatcher": [
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"$msCompile"
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],
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"group": {
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"kind": "build",
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"isDefault": true
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},
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"detail": "Task generated by Debugger."
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}
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],
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"version": "2.0.0"
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}
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@ -47,7 +47,7 @@ public:
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const std::shared_ptr<Shader> getShader() const { return shader; }
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// TODO: right now there is no default behavior, but eventually the Entity class will be expanded to handle physics
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virtual void update(float deltaTime) = 0;
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virtual void update(double deltaTime) = 0;
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virtual void render(const std::shared_ptr<Camera>& camera) = 0;
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protected:
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@ -27,7 +27,7 @@ public:
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void handleInput(SDL_Event& e);
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void update(float deltaTime);
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void update(double deltaTime);
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void render();
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const unsigned getGameState() const { return game_state; }
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@ -25,7 +25,7 @@ public:
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void addComponent(std::shared_ptr<Component> component);
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void pickupWeapon(std::shared_ptr<Weapon> weapon);
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void hookEventManager(std::shared_ptr<EventManager> eventManager);
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void update(float deltaTime) override;
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void update(double deltaTime) override;
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void render(const std::shared_ptr<Camera>& camera) override;
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const std::optional<std::shared_ptr<Weapon>> getHeldWeapon() const;
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@ -26,7 +26,7 @@ class Scene
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public:
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Scene(SceneType type, std::shared_ptr<ResourceManager> resources);
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void update(float deltaTime);
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void update(double deltaTime);
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void render();
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std::shared_ptr<GameActor> getPlayer() const;
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@ -35,7 +35,7 @@ public:
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void addComponent(std::shared_ptr<Component> component);
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void update(float deltaTime) override;
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void update(double deltaTime) override;
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void render(const std::shared_ptr<Camera>& camera) override;
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float getBulletDrop() const { return bulletDrop; }
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@ -25,7 +25,7 @@ public:
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const std::shared_ptr<Shader>& shader,
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const std::shared_ptr<Component>& sprite);
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void update(float deltaTime);
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void update(double deltaTime);
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void render(const std::shared_ptr<Camera>& camera);
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void hookEventManager(const std::shared_ptr<EventManager>& eventManager);
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@ -39,7 +39,7 @@ public:
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void hookEventManager(const std::shared_ptr<EventManager>& eventManager);
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void shoot();
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void reload();
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void update(float deltaTime);
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void update(double deltaTime);
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void render(const std::shared_ptr<Camera>& camera);
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struct BulletData {
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@ -23,11 +23,6 @@ private:
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return result.valid();
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}
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void registerGlobalUserTypes();
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void performIncrementalGC();
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std::chrono::high_resolution_clock::time_point lastGCTime = std::chrono::high_resolution_clock::now();
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std::chrono::milliseconds gcInterval = std::chrono::milliseconds(16);
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const int gcStepSize = 500;
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};
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class AIScript : public Script {
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@ -23,8 +23,6 @@ void AI::attachBehaviourScript(const std::shared_ptr<AIScript>& behaviour)
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patrolFunc = this->behaviour->lua["patrol"];
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if (this->behaviour->lua["alert"].valid())
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alertFunc = this->behaviour->lua["alert"];
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this->behaviour->lua.set("actor", actor);
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this->behaviour->lua.set("target", target);
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}
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void AI::update()
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@ -38,7 +38,7 @@ void Entity::addPhysicsComponent(const std::shared_ptr<PhysicsComponent>& physic
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this->physics = physics;
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}
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void Entity::update(float deltaTime)
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void Entity::update(double deltaTime)
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{
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if (physics && physics->rigidBody.velocity != glm::vec3(0.0f))
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{
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@ -81,7 +81,7 @@ void Game::handleInput(SDL_Event& e)
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inputHandler->handleInput();
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}
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void Game::update(float deltaTime)
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void Game::update(double deltaTime)
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{
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if (currentScene)
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currentScene->update(deltaTime);
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@ -47,7 +47,7 @@ void GameActor::setRotation(const float& rotation)
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updateModelMatrix();
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}
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void GameActor::update(float deltaTime)
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void GameActor::update(double deltaTime)
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{
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Entity::update(deltaTime);
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@ -123,7 +123,7 @@ std::shared_ptr<GameActor> Scene::getPlayer() const
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return (!player) ? nullptr : player;
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}
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void Scene::update(float deltaTime)
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void Scene::update(double deltaTime)
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{
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for (const auto& [id, e] : entities)
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{
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@ -9,7 +9,7 @@ void Bullet::addComponent(std::shared_ptr<Component> component)
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components.push_back(component);
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}
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void Bullet::update(float deltaTime)
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void Bullet::update(double deltaTime)
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{
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Entity::update(deltaTime);
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@ -39,7 +39,7 @@ void BulletManager::addBullet(const unsigned int owner, const glm::vec3& fireFro
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bullets.emplace_back(bullet);
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}
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void BulletManager::update(float deltaTime)
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void BulletManager::update(double deltaTime)
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{
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for (auto& bullet : bullets)
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{
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@ -148,7 +148,7 @@ void Weapon::onHitCallback(std::shared_ptr<GameActor> target, std::shared_ptr<Ph
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}
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}
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void Weapon::update(float deltaTime)
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void Weapon::update(double deltaTime)
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{
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Entity::update(deltaTime);
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if (wielded)
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@ -43,8 +43,8 @@ int main(int argc, char* args[])
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while (game->getGameState() & GAME_RUNNING)
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{
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Uint64 curCounter = SDL_GetPerformanceCounter();
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float deltaTime = ((curCounter - lastCounter) / freq);
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deltaTime = (deltaTime < 1.f) ? deltaTime : 1.f;
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double deltaTime = ((curCounter - lastCounter) / freq);
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deltaTime = (deltaTime < 1.0) ? deltaTime : 1.0;
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SDL_PollEvent(&e);
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if (e.type == SDL_QUIT)
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game->quit();
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@ -1,4 +1,5 @@
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#include "utility/ftfont.h"
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#include "utility/logger.h"
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#include <glad/glad.h>
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#include <glm/gtc/type_ptr.hpp>
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@ -97,6 +98,9 @@ bool Text::loadFonts(const std::string& font_folder)
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}
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// load every font in the fonts folder then create corresponding textures for each character of each font.
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std::filesystem::path folder(font_folder);
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if (!std::filesystem::exists(folder) || !std::filesystem::is_directory(font_folder))
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ERROR_LOG("{} folder does not exist!", font_folder);
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for (auto& file : std::filesystem::directory_iterator(folder))
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{
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if (!file.path().has_extension() || !file.path().has_filename() || !file.exists() || file.is_directory())
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@ -9,6 +9,8 @@
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bool XMLLoader::loadScenes(const char* sceneFolder)
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{
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std::filesystem::path folder(sceneFolder);
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if (!std::filesystem::exists(folder) || !std::filesystem::is_directory(folder))
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ERROR_LOG("'{}' folder not found!", sceneFolder);
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for (auto& file : std::filesystem::directory_iterator(folder))
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{
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if (!file.path().has_extension() || !file.path().has_filename() || !file.exists() || file.is_directory())
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