Spliced in updates to the scene system; program compiles & runs, player's don't move

This commit is contained in:
Kayne Ruse
2013-06-04 20:20:56 +10:00
parent 783e8928d6
commit 231db701e4
19 changed files with 147 additions and 116 deletions
+9 -9
View File
@@ -31,7 +31,7 @@ Lobby::Lobby(ConfigUtility* cUtil, SurfaceManager* sMgr, UDPNetworkUtility* nUti
listBox.x = 250;
listBox.y = 50;
listBox.w = GetScreen()->w - listBox.x;
listBox.h = font.GetClipH();
listBox.h = font.GetCharH();
//ping the network
PingNetwork();
@@ -54,11 +54,7 @@ void Lobby::FrameStart() {
//
}
void Lobby::FrameEnd() {
//
}
void Lobby::Update() {
void Lobby::Update(double delta) {
Receive();
}
@@ -109,6 +105,10 @@ void Lobby::Receive() {
}
}
void Lobby::FrameEnd() {
//
}
void Lobby::Render(SDL_Surface* const screen) {
for (auto it : buttonMap) {
it.second->DrawTo(screen);
@@ -118,7 +118,7 @@ void Lobby::Render(SDL_Surface* const screen) {
SDL_Rect clip;
for (int i = 0; i < serverVector.size(); i++) {
clip = listBox;
clip.y += i * font.GetClipH();
clip.y += i * font.GetCharH();
//if a server has been selected, and this is the selected server
if (selectedServer && selectedServer == &serverVector[i]) {
@@ -155,8 +155,8 @@ void Lobby::MouseButtonUp(SDL_MouseButtonEvent const& button) {
SetNextScene(SceneList::MAINMENU);
}
//select a server (clicked within the bounds of the server box)
if (button.x > listBox.x && button.y > listBox.y && button.y < serverVector.size() * font.GetClipH() + listBox.y) {
selectedServer = &serverVector[(button.y-listBox.y)/font.GetClipH()];
if (button.x > listBox.x && button.y > listBox.y && button.y < serverVector.size() * font.GetCharH() + listBox.y) {
selectedServer = &serverVector[(button.y-listBox.y)/font.GetCharH()];
}
else {
selectedServer = nullptr;