Minor code tweaks

This commit is contained in:
Kayne Ruse
2014-08-17 11:46:02 +10:00
parent e7ba097e6a
commit 0fdaa90a83
4 changed files with 5 additions and 17 deletions
+1 -8
View File
@@ -82,20 +82,13 @@ CleanUp::~CleanUp() {
void CleanUp::Update(double delta) { void CleanUp::Update(double delta) {
if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(10)) { if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(10)) {
QuitEvent(); SetNextScene(SceneList::MAINMENU);
} }
//BUGFIX: Eat incoming packets //BUGFIX: Eat incoming packets
while(network.Receive()); while(network.Receive());
} }
void CleanUp::RenderFrame() {
SDL_FillRect(GetScreen(), 0, 0);
Render(GetScreen());
SDL_Flip(GetScreen());
fps.Calculate();
}
void CleanUp::Render(SDL_Surface* const screen) { void CleanUp::Render(SDL_Surface* const screen) {
backButton.DrawTo(screen); backButton.DrawTo(screen);
font.DrawStringTo("You have been disconnected.", screen, 50, 30); font.DrawStringTo("You have been disconnected.", screen, 50, 30);
+1 -7
View File
@@ -30,12 +30,8 @@
#include "raster_font.hpp" #include "raster_font.hpp"
#include "button.hpp" #include "button.hpp"
//common
#include "frame_rate.hpp"
#include "character.hpp"
//client //client
#include "character.hpp"
#include "base_scene.hpp" #include "base_scene.hpp"
//std namespace //std namespace
@@ -55,7 +51,6 @@ public:
protected: protected:
//Frame loop //Frame loop
void Update(double delta); void Update(double delta);
void RenderFrame();
void Render(SDL_Surface* const); void Render(SDL_Surface* const);
//Event handlers //Event handlers
@@ -79,7 +74,6 @@ protected:
//UI //UI
Button backButton; Button backButton;
FrameRate fps;
//auto return //auto return
std::chrono::steady_clock::time_point startTick; std::chrono::steady_clock::time_point startTick;
+2 -2
View File
@@ -138,7 +138,7 @@ void ServerApplication::Init(int argc, char** argv) {
} }
void ServerApplication::Proc() { void ServerApplication::Proc() {
SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE)); SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
while(running) { while(running) {
//suck in the waiting packets & process them //suck in the waiting packets & process them
while(network.Receive(packetBuffer)) { while(network.Receive(packetBuffer)) {
@@ -150,7 +150,7 @@ void ServerApplication::Proc() {
//give the computer a break //give the computer a break
SDL_Delay(10); SDL_Delay(10);
} }
free(static_cast<void*>(packetBuffer)); delete packetBuffer;
} }
void ServerApplication::Quit() { void ServerApplication::Quit() {
+1
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@@ -3,6 +3,7 @@ TODO: Get the rooms working
TODO: A proper logging system TODO: A proper logging system
TODO: Move the statistics into their own SQL table, instead of duplicating the structure a dozen times TODO: Move the statistics into their own SQL table, instead of duplicating the structure a dozen times
TODO: Fix shoddy movement
TODO: make the whole thing more fault tolerant TODO: make the whole thing more fault tolerant
TODO: Authentication TODO: Authentication
TODO: server is slaved to the client TODO: server is slaved to the client