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@ -134,6 +134,7 @@ void FaceBall::LoadLevel(int level) |
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this->level = level; |
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this->level = level; |
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restingTriangleYDepth = 0.f; |
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restingTriangleYDepth = 0.f; |
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exitWallsCleared = false; |
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exitWallsCleared = false; |
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hudShakeTime = 0; |
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std::vector<std::vector<Tile>>mapData = editor.LoadLevel(level); |
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std::vector<std::vector<Tile>>mapData = editor.LoadLevel(level); |
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MAP_SIZE = { (int)mapData[0].size(),(int)mapData.size() }; |
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MAP_SIZE = { (int)mapData[0].size(),(int)mapData.size() }; |
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map.clear(); |
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map.clear(); |
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@ -227,7 +228,7 @@ void FaceBall::LoadLevel(int level) |
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MapWallsObjectIndex = objects.size()-1; |
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MapWallsObjectIndex = objects.size()-1; |
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objects.push_back({ mapFloor,{0,0,0},0,0 }); |
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objects.push_back({ mapFloor,{0,0,0},0,0 }); |
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//objects.push_back({ game->mapExit,{(float)exitCoords.x+0.5f,0,(float)exitCoords.y+0.5f},0,0.4f });
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//objects.push_back({ game->mapExit,{(float)exitCoords.x+0.5f,0,(float)exitCoords.y+0.5f},0,0.4f });
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exit = { game->mapExit,{(float)exitCoords.x + 0.5f,0,(float)exitCoords.y + 0.5f},0,0.4f }; |
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exit = { game->mapExit,{(float)exitCoords.x + 0.5f,0.02f,(float)exitCoords.y + 0.5f},0,0.4f }; |
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} |
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} |
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bool FaceBall::CheckCollision(vec3d movementVector,vf2d pos,float radius){ |
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bool FaceBall::CheckCollision(vec3d movementVector,vf2d pos,float radius){ |
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@ -1089,6 +1090,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.Hurt(999); |
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e.setExploded(true); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = 0.6f; |
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} |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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} |
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} |
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@ -1100,6 +1102,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.Hurt(999); |
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e.setExploded(true); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = 0.6f; |
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} |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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} |
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} |
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@ -1121,6 +1124,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.Hurt(999); |
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e.setExploded(true); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = 0.6f; |
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} |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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} |
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} |
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@ -1132,6 +1136,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.Hurt(999); |
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e.setExploded(true); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = 0.6f; |
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} |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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} |
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} |
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@ -1150,6 +1155,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.Hurt(999); |
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e.setExploded(true); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = 0.6f; |
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} |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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} |
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} |
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@ -1161,6 +1167,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.Hurt(999); |
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e.setExploded(true); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = 0.6f; |
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} |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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} |
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} |
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@ -1184,6 +1191,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.Hurt(999); |
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e.setExploded(true); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = 0.6f; |
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} |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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player.UpdatePos(Vector_Add(player.GetPos(), xMovement)); |
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} |
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} |
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@ -1195,6 +1203,7 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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e.Hurt(999); |
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e.Hurt(999); |
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e.setExploded(true); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = 0.6f; |
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} |
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} |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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player.UpdatePos(Vector_Add(player.GetPos(), zMovement)); |
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} |
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} |
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@ -1353,6 +1362,7 @@ bool Bullet::Update(float fElapsedTime) { |
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else { |
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else { |
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if (FaceBall::CheckPlayerCollision(adjustedSpd,{pos.x,pos.z},0.1)) { |
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if (FaceBall::CheckPlayerCollision(adjustedSpd,{pos.x,pos.z},0.1)) { |
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game->HurtPlayer(shooterID,1,shooterBlinking); |
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game->HurtPlayer(shooterID,1,shooterBlinking); |
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game->hudShakeTime = 0.2f; |
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return false; |
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return false; |
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} else |
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} else |
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{ |
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{ |
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@ -1381,9 +1391,13 @@ void FaceBall::HurtPlayer(EnemyID id,int damage,bool blinking) { |
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} |
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} |
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lastHitBy = id; |
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lastHitBy = id; |
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lastHitByBlinking = blinking; |
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lastHitByBlinking = blinking; |
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screenCol = enemyData[lastHitBy].col; |
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} |
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} |
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void FaceBall::RenderHud(float fElapsedTime) { |
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void FaceBall::RenderHud(float fElapsedTime) { |
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if (hudShakeTime > 0) { |
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hudShakeTime -= fElapsedTime; |
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} |
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if (!GetKey(olc::D).bHeld && !GetKey(olc::A).bHeld) { |
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if (!GetKey(olc::D).bHeld && !GetKey(olc::A).bHeld) { |
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hudOffsetAcc += 20 * fElapsedTime; |
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hudOffsetAcc += 20 * fElapsedTime; |
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while (hudOffsetAcc >= 1) { |
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while (hudOffsetAcc >= 1) { |
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@ -1490,17 +1504,26 @@ void FaceBall::RenderHud(float fElapsedTime) { |
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DrawStringDecal({ float(ScreenWidth() / 2 - GetTextSize(bottomText).x / 2 * 3),float(ScreenHeight() - 140.f) }, bottomText, { 96,96,255 }, { 3,6 }); |
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DrawStringDecal({ float(ScreenWidth() / 2 - GetTextSize(bottomText).x / 2 * 3),float(ScreenHeight() - 140.f) }, bottomText, { 96,96,255 }, { 3,6 }); |
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} |
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} |
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vf2d hudAdjustment = { -32,-18 }; |
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vf2d hudAdjustment = { -32,-18 }; |
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if (hudShakeTime > 0) { |
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hudShakeAmt = std::sinf(40 * hudShakeTime); |
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hudAdjustment.x += hudShakeAmt * 2; |
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hudAdjustment.y += hudShakeAmt * 4; |
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} |
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vf2d hudLoc = { hudAdjustment.x + (hp>0?hudOffset:0),hudAdjustment.y}; |
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vf2d hudLoc = { hudAdjustment.x + (hp>0?hudOffset:0),hudAdjustment.y}; |
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DrawDecal(hudLoc, hud, { 1.05,1.05 }); |
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DrawDecal(hudLoc, hud, { 1.05,1.05 }); |
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DrawDecal(hudLoc + vf2d{ 704,56 } - hudAdjustment, life4, { 1,1 }, float(hp) / maxHP > 0.75f ? WHITE : VERY_DARK_GREEN); |
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DrawDecal(hudLoc + vf2d{ 704+32,56+18 }, life4, { 1,1 }, float(hp) / maxHP > 0.75f ? WHITE : VERY_DARK_GREEN); |
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DrawDecal(hudLoc + vf2d{ 704 - 64,56 } - hudAdjustment, life3, { 1,1 }, float(hp) / maxHP > 0.34f && float(hp) / maxHP <= 0.75f ? WHITE : VERY_DARK_GREEN); |
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DrawDecal(hudLoc + vf2d{ 704 - 64+32,56+18 }, life3, { 1,1 }, float(hp) / maxHP > 0.34f && float(hp) / maxHP <= 0.75f ? WHITE : VERY_DARK_GREEN); |
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DrawDecal(hudLoc + vf2d{ 704 - 128,56 } - hudAdjustment, life2, { 1,1 }, hp > 0 && float(hp) / maxHP <= 0.34f ? WHITE : VERY_DARK_GREEN); |
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DrawDecal(hudLoc + vf2d{ 704 - 128+32,56+18 }, life2, { 1,1 }, hp > 0 && float(hp) / maxHP <= 0.34f ? WHITE : VERY_DARK_GREEN); |
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DrawDecal(hudLoc + vf2d{ 704 - 192,56 } - hudAdjustment, life1, { 1,1 }, hp <= 0 ? WHITE : VERY_DARK_GREEN); |
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DrawDecal(hudLoc + vf2d{ 704 - 192+32,56+18 }, life1, { 1,1 }, hp <= 0 ? WHITE : VERY_DARK_GREEN); |
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if (hp > 0) { |
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if (hp > 0) { |
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DrawStringDecal({ 112 + hudOffset,4 }, "Triangles: " + std::to_string(triRenderCount), BLACK, { 2,4 }); |
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DrawStringDecal(vf2d{ 112 + hudOffset+32,4+18 }+hudAdjustment, "Triangles: " + std::to_string(triRenderCount), BLACK, { 2,4 }); |
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std::string hudText = "Tags Left: " + std::to_string(tagsRemaining) + " Lives: " + std::to_string(lives); |
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std::string hudText = "Tags Left: " + std::to_string(tagsRemaining) + " Lives: " + std::to_string(lives); |
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DrawStringPropDecal(vf2d{ hudOffset + (float)(ScreenWidth() / 2 - GetTextSizeProp(hudText).x * 3 / 2),(float)(ScreenHeight() - 64 - GetTextSizeProp(hudText).y * 6) }, hudText, WHITE, { 3,6 }); |
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DrawStringPropDecal(vf2d{ hudOffset + (float)(ScreenWidth() / 2 - GetTextSizeProp(hudText).x * 3 / 2)+32,(float)(ScreenHeight() - 64 - GetTextSizeProp(hudText).y * 6)+18 } + hudAdjustment, hudText, WHITE, { 3,6 }); |
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} |
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} |
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GradientFillRectDecal({ 0,0 }, vf2d{ (float)ScreenWidth()/2,(float)ScreenHeight()/2 }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0) }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0) }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime > 0.2f ? 64 : 0) }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0) }); |
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GradientFillRectDecal({ float(ScreenWidth()/2),0}, vf2d{(float)ScreenWidth() / 2,(float)ScreenHeight() / 2}, {(uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0)}, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime > 0.2f ? 64 : 0) }, {(uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0)}, {(uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0)}); |
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GradientFillRectDecal({ 0,float(ScreenHeight()/2)}, vf2d{(float)ScreenWidth() / 2,(float)ScreenHeight() / 2}, {(uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0)}, {(uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0)}, {(uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0)}, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime > 0.2f ? 64 : 0) }); |
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GradientFillRectDecal({ float(ScreenWidth()/2),float(ScreenHeight() / 2)}, vf2d{(float)ScreenWidth() / 2,(float)ScreenHeight() / 2}, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime > 0.2f ? 64 : 0) }, {(uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0)}, {(uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0)}, {(uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0)}); |
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FillRectDecal({ 0,0 }, vf2d{ (float)ScreenWidth(),(float)ScreenHeight() }, { (uint8_t)0,(uint8_t)0,(uint8_t)0,(uint8_t)screenAlpha }); |
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FillRectDecal({ 0,0 }, vf2d{ (float)ScreenWidth(),(float)ScreenHeight() }, { (uint8_t)0,(uint8_t)0,(uint8_t)0,(uint8_t)screenAlpha }); |
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} |
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} |
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@ -1668,7 +1691,7 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) { |
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t.p[1].y = 0.04f + restingTriangleYDepth; |
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t.p[1].y = 0.04f + restingTriangleYDepth; |
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t.p[2].y = 0.04f + restingTriangleYDepth; |
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t.p[2].y = 0.04f + restingTriangleYDepth; |
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restingTriangleYDepth += 0.000001f; |
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restingTriangleYDepth += 0.000001f; |
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if (restingTriangleYDepth > 0.01f) { |
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if (restingTriangleYDepth > 0.001f) { |
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restingTriangleYDepth = 0.f; |
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restingTriangleYDepth = 0.f; |
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} |
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} |
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} |
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} |
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@ -1688,6 +1711,12 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) { |
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vf2d movementVec = { std::cosf(e.rot) * dat.movSpd * fElapsedTime,std::sinf(e.rot) * dat.movSpd * fElapsedTime }; |
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vf2d movementVec = { std::cosf(e.rot) * dat.movSpd * fElapsedTime,std::sinf(e.rot) * dat.movSpd * fElapsedTime }; |
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if (-1 == CheckEnemyCollision({ movementVec.x,0,movementVec.y }, { e.pos.x,e.pos.z }, e.radius, myIndex) && |
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if (-1 == CheckEnemyCollision({ movementVec.x,0,movementVec.y }, { e.pos.x,e.pos.z }, e.radius, myIndex) && |
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!CheckCollision({ movementVec.x,0,movementVec.y }, { e.pos.x,e.pos.z }, e.radius)) { |
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!CheckCollision({ movementVec.x,0,movementVec.y }, { e.pos.x,e.pos.z }, e.radius)) { |
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if (CheckPlayerCollision({ movementVec.x,0,movementVec.y }, { e.pos.x,e.pos.z }, e.radius)) { |
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e.Hurt(999); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = 0.6f; |
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} |
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e.pos.x += movementVec.x; |
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e.pos.x += movementVec.x; |
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e.pos.z += movementVec.y; |
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e.pos.z += movementVec.y; |
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} |
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} |
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@ -1714,6 +1743,12 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) { |
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vf2d movementVec = { std::cosf(e.rot) * dat.movSpd * fElapsedTime,std::sinf(e.rot) * dat.movSpd * fElapsedTime }; |
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vf2d movementVec = { std::cosf(e.rot) * dat.movSpd * fElapsedTime,std::sinf(e.rot) * dat.movSpd * fElapsedTime }; |
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if (-1 == CheckEnemyCollision({ movementVec.x,0,movementVec.y }, { e.pos.x,e.pos.z }, e.radius, myIndex) && |
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if (-1 == CheckEnemyCollision({ movementVec.x,0,movementVec.y }, { e.pos.x,e.pos.z }, e.radius, myIndex) && |
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!CheckCollision({ movementVec.x,0,movementVec.y }, { e.pos.x,e.pos.z }, e.radius)) { |
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!CheckCollision({ movementVec.x,0,movementVec.y }, { e.pos.x,e.pos.z }, e.radius)) { |
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if (CheckPlayerCollision({ movementVec.x,0,movementVec.y }, { e.pos.x,e.pos.z }, e.radius)) { |
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e.Hurt(999); |
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e.setExploded(true); |
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HurtPlayer(e.GetID(), 1, e.isBlinking()); |
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hudShakeTime = 0.6f; |
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} |
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e.pos.x += movementVec.x; |
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e.pos.x += movementVec.x; |
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e.pos.z += movementVec.y; |
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e.pos.z += movementVec.y; |
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if (e.CanShoot()) { |
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if (e.CanShoot()) { |
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@ -1762,8 +1797,10 @@ bool FaceBall::OnUserUpdate(float fElapsedTime) |
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} |
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} |
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switch (mode) { |
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switch (mode) { |
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case GAME: { |
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case GAME: { |
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HandleKeys(fElapsedTime); |
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if (hp > 0) { |
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if (hp > 0) { RenderWorld(); } |
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HandleKeys(fElapsedTime); |
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RenderWorld(); |
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} |
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else { |
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else { |
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respawnTimer -= fElapsedTime; |
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respawnTimer -= fElapsedTime; |
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if (respawnTimer <= 0.0f) { |
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if (respawnTimer <= 0.0f) { |
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