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
+5 -19
View File
@@ -18,20 +18,6 @@ TestSystems::TestSystems(ConfigUtility* cUtil, SurfaceManager* sMgr, UDPNetworkU
surfaceMgr = sMgr;
netUtil = nUtil;
//subscene; load the resources
Splash* splash = new Splash(configUtil, surfaceMgr);
while(splash->GetNextScene() == SceneList::CONTINUE) {
//wipe the screen
SDL_FillRect(splash->GetScreen(), 0, 0);
//call each user defined function
((BaseScene*)(splash))->RunFrame();
//give the computer a break
SDL_Delay(10);
}
delete splash;
SetNextScene(SceneList::CONTINUE);
playerCounter = currentPlayer = 0;
playerMgr.New(playerCounter++, surfaceMgr->Get("elliot"));
@@ -57,15 +43,15 @@ void TestSystems::FrameStart() {
frameRate.Calculate();
}
void TestSystems::FrameEnd() {
//
}
void TestSystems::Update() {
void TestSystems::Update(double delta) {
// Delta::Calculate();
// playerMgr.UpdateAll(Delta::GetTime());
}
void TestSystems::FrameEnd() {
//
}
string IToS(int i) {
char buffer[20];
memset(buffer, 0, 20);