Removed ESC key exit, and tweaked some comments
This commit is contained in:
+3
-10
@@ -123,7 +123,7 @@ void InCombat::Render(SDL_Surface* const screen) {
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void InCombat::QuitEvent() {
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//exit the game AND the server
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RequestDisconnect();
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SetNextScene(SceneList::MAINMENU);
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SetNextScene(SceneList::QUIT);
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}
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void InCombat::MouseMotion(SDL_MouseMotionEvent const& motion) {
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@@ -139,11 +139,7 @@ void InCombat::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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}
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void InCombat::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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QuitEvent();
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break;
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}
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//
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}
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void InCombat::KeyUp(SDL_KeyboardEvent const& key) {
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@@ -201,10 +197,7 @@ void InCombat::SendPlayerUpdate() {
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// newPacket.motion = localCharacter->motion;
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// newPacket.stats = localCharacter->stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: gameplay components: equipment, items, buffs, debuffs
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network.SendTo(Channels::SERVER, &newPacket);
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}
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+3
-11
@@ -135,7 +135,7 @@ void InWorld::Render(SDL_Surface* const screen) {
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//draw characters
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for (auto& it : characterMap) {
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//TODO: drawing order according to Y origin
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//BUG: #29 drawing order according to Y origin
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it.second.DrawTo(screen, camera.x, camera.y);
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}
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@@ -152,7 +152,7 @@ void InWorld::Render(SDL_Surface* const screen) {
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void InWorld::QuitEvent() {
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//exit the game AND the server
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RequestDisconnect();
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SetNextScene(SceneList::MAINMENU);
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SetNextScene(SceneList::QUIT);
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}
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void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) {
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@@ -176,11 +176,6 @@ void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE: {
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QuitEvent();
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}
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break;
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//player movement
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case SDLK_LEFT:
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if (localCharacter) {
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@@ -386,10 +381,7 @@ void InWorld::SendPlayerUpdate() {
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newPacket.motion = localCharacter->motion;
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newPacket.stats = localCharacter->stats;
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//TODO: equipment
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//TODO: items
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//TODO: buffs
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//TODO: debuffs
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//TODO: gameplay components: equipment, items, buffs, debuffs
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network.SendTo(Channels::SERVER, &newPacket);
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}
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@@ -69,6 +69,9 @@ LobbyMenu::LobbyMenu(
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//set the server list's position
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listBox = {300, 50, 200, font.GetCharH()};
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//BUGFIX: Eat incoming packets
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while(network.Receive());
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}
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LobbyMenu::~LobbyMenu() {
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@@ -187,11 +190,7 @@ void LobbyMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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}
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void LobbyMenu::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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SetNextScene(SceneList::MAINMENU);
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break;
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}
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//
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}
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void LobbyMenu::KeyUp(SDL_KeyboardEvent const& key) {
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@@ -113,11 +113,7 @@ void MainMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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}
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void MainMenu::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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QuitEvent();
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break;
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}
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//
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}
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void MainMenu::KeyUp(SDL_KeyboardEvent const& key) {
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@@ -90,11 +90,7 @@ void OptionsMenu::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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}
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void OptionsMenu::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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SetNextScene(SceneList::MAINMENU);
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break;
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}
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//
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}
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void OptionsMenu::KeyUp(SDL_KeyboardEvent const& key) {
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+5
-10
@@ -90,9 +90,8 @@ void Restart::Update(double delta) {
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QuitEvent();
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}
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while(network.Receive()) {
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//EAT INCOMING PACKETS
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}
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//BUGFIX: Eat incoming packets
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while(network.Receive());
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}
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void Restart::RenderFrame() {
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@@ -112,7 +111,7 @@ void Restart::Render(SDL_Surface* const screen) {
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//-------------------------
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void Restart::QuitEvent() {
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SetNextScene(SceneList::MAINMENU);
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SetNextScene(SceneList::QUIT);
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}
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void Restart::MouseMotion(SDL_MouseMotionEvent const& motion) {
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@@ -125,16 +124,12 @@ void Restart::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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void Restart::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
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QuitEvent();
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SetNextScene(SceneList::MAINMENU);
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}
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}
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void Restart::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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QuitEvent();
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break;
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}
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//
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}
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void Restart::KeyUp(SDL_KeyboardEvent const& key) {
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