Removed delta time system from the framework
This commit is contained in:
@@ -21,14 +21,14 @@
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*/
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*/
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#include "character.hpp"
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#include "character.hpp"
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void Character::Update(double delta) {
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void Character::Update() {
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if (motion.x && motion.y) {
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if (motion.x && motion.y) {
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origin += motion * delta * CHARACTER_WALKING_MOD;
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origin += motion * CHARACTER_WALKING_MOD;
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}
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}
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else if (motion != 0) {
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else if (motion != 0) {
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origin += motion * delta;
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origin += motion;
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}
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}
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sprite.Update(delta);
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sprite.Update(0.016);
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}
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}
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void Character::DrawTo(SDL_Surface* const dest, int camX, int camY) {
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void Character::DrawTo(SDL_Surface* const dest, int camX, int camY) {
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@@ -40,7 +40,7 @@ public:
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Character() = default;
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Character() = default;
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~Character() = default;
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~Character() = default;
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void Update(double delta);
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void Update();
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//graphics
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//graphics
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void DrawTo(SDL_Surface* const, int camX, int camY);
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void DrawTo(SDL_Surface* const, int camX, int camY);
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@@ -120,7 +120,6 @@ void ClientApplication::Proc() {
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//prepare the time system
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//prepare the time system
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typedef std::chrono::steady_clock Clock;
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typedef std::chrono::steady_clock Clock;
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std::chrono::duration<int, std::milli> delta(16);
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Clock::time_point simTime = Clock::now();
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Clock::time_point simTime = Clock::now();
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Clock::time_point realTime;
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Clock::time_point realTime;
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@@ -138,8 +137,9 @@ void ClientApplication::Proc() {
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//simulate game time
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//simulate game time
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while (simTime < realTime) {
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while (simTime < realTime) {
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//call each user defined function
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//call each user defined function
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activeScene->RunFrame(double(delta.count()) / std::chrono::duration<int, std::milli>::period::den);
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activeScene->RunFrame();
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simTime += delta;
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//~60 FPS
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simTime += std::chrono::duration<int, std::milli>(16);
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}
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}
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//draw the game to the screen
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//draw the game to the screen
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@@ -75,10 +75,10 @@ SceneList BaseScene::GetNextScene() const {
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//Frame loop
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//Frame loop
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//-------------------------
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//-------------------------
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void BaseScene::RunFrame(double delta) {
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void BaseScene::RunFrame() {
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FrameStart();
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FrameStart();
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HandleEvents();
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HandleEvents();
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Update(delta);
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Update();
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FrameEnd();
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FrameEnd();
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}
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}
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@@ -40,13 +40,13 @@ public:
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SceneList GetNextScene() const;
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SceneList GetNextScene() const;
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//Frame loop
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//Frame loop
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virtual void RunFrame(double delta);
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virtual void RunFrame();
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virtual void RenderFrame();
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virtual void RenderFrame();
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protected:
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protected:
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virtual void FrameStart() {}
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virtual void FrameStart() {}
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virtual void HandleEvents();
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virtual void HandleEvents();
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virtual void Update(double delta) {}
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virtual void Update() {}
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virtual void FrameEnd() {}
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virtual void FrameEnd() {}
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virtual void Render(SDL_Surface* const screen) {}
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virtual void Render(SDL_Surface* const screen) {}
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@@ -80,7 +80,7 @@ CleanUp::~CleanUp() {
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//Frame loop
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//Frame loop
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//-------------------------
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//-------------------------
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void CleanUp::Update(double delta) {
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void CleanUp::Update() {
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if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(10)) {
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if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(10)) {
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SetNextScene(SceneList::MAINMENU);
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SetNextScene(SceneList::MAINMENU);
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}
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}
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@@ -50,7 +50,7 @@ public:
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protected:
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protected:
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//Frame loop
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//Frame loop
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void Update(double delta);
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void Update();
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void Render(SDL_Surface* const);
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void Render(SDL_Surface* const);
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//Event handlers
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//Event handlers
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@@ -92,17 +92,17 @@ void InWorld::FrameStart() {
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//
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//
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}
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}
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void InWorld::Update(double delta) {
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void InWorld::Update() {
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//suck in and process all waiting packets
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//suck in and process all waiting packets
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SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
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SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
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while(network.Receive(packetBuffer)) {
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while(network.Receive(packetBuffer)) {
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HandlePacket(packetBuffer);
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HandlePacket(packetBuffer);
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}
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}
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free(static_cast<void*>(packetBuffer));
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delete reinterpret_cast<char*>(packetBuffer);
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//update the characters
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//update the characters
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for (auto& it : characterMap) {
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for (auto& it : characterMap) {
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it.second.Update(delta);
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it.second.Update();
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}
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}
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//check the map
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//check the map
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@@ -129,7 +129,7 @@ void InWorld::Update(double delta) {
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}
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}
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if ((localCharacter->GetOrigin() + localCharacter->GetBounds()).CheckOverlap(wallBounds)) {
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if ((localCharacter->GetOrigin() + localCharacter->GetBounds()).CheckOverlap(wallBounds)) {
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localCharacter->SetOrigin(localCharacter->GetOrigin() - (localCharacter->GetMotion() * delta));
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localCharacter->SetOrigin(localCharacter->GetOrigin() - (localCharacter->GetMotion()));
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localCharacter->SetMotion({0,0});
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localCharacter->SetMotion({0,0});
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localCharacter->CorrectSprite();
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localCharacter->CorrectSprite();
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SendPlayerUpdate();
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SendPlayerUpdate();
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@@ -59,7 +59,7 @@ public:
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protected:
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protected:
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//Frame loop
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//Frame loop
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void FrameStart();
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void FrameStart();
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void Update(double delta);
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void Update();
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void FrameEnd();
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void FrameEnd();
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void RenderFrame();
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void RenderFrame();
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void Render(SDL_Surface* const);
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void Render(SDL_Surface* const);
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@@ -82,13 +82,13 @@ void LobbyMenu::FrameStart() {
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//
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//
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}
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}
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void LobbyMenu::Update(double delta) {
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void LobbyMenu::Update() {
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//suck in and process all waiting packets
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//suck in and process all waiting packets
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SerialPacket* packetBuffer = static_cast<SerialPacket*>(malloc(MAX_PACKET_SIZE));
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SerialPacket* packetBuffer = reinterpret_cast<SerialPacket*>(new char[MAX_PACKET_SIZE]);
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while(network.Receive(packetBuffer)) {
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while(network.Receive(packetBuffer)) {
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HandlePacket(packetBuffer);
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HandlePacket(packetBuffer);
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}
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}
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free(static_cast<void*>(packetBuffer));
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delete reinterpret_cast<char*>(packetBuffer);
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}
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}
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void LobbyMenu::FrameEnd() {
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void LobbyMenu::FrameEnd() {
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@@ -47,7 +47,7 @@ public:
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protected:
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protected:
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//Frame loop
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//Frame loop
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void FrameStart();
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void FrameStart();
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void Update(double delta);
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void Update();
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void FrameEnd();
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void FrameEnd();
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void Render(SDL_Surface* const);
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void Render(SDL_Surface* const);
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@@ -72,7 +72,7 @@ void MainMenu::FrameStart() {
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//
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//
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}
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}
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void MainMenu::Update(double delta) {
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void MainMenu::Update() {
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//
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//
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}
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}
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@@ -37,7 +37,7 @@ public:
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protected:
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protected:
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//Frame loop
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//Frame loop
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void FrameStart();
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void FrameStart();
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void Update(double delta);
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void Update();
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void FrameEnd();
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void FrameEnd();
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void Render(SDL_Surface* const);
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void Render(SDL_Surface* const);
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@@ -59,7 +59,7 @@ void OptionsMenu::FrameStart() {
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//
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//
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}
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}
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void OptionsMenu::Update(double delta) {
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void OptionsMenu::Update() {
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//
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//
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}
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}
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@@ -38,7 +38,7 @@ public:
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protected:
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protected:
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//Frame loop
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//Frame loop
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void FrameStart();
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void FrameStart();
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void Update(double delta);
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void Update();
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void FrameEnd();
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void FrameEnd();
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void Render(SDL_Surface* const);
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void Render(SDL_Surface* const);
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@@ -40,7 +40,7 @@ SplashScreen::~SplashScreen() {
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//Frame loop
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//Frame loop
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//-------------------------
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//-------------------------
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void SplashScreen::Update(double delta) {
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void SplashScreen::Update() {
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if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(1)) {
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if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(1)) {
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SetNextScene(SceneList::MAINMENU);
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SetNextScene(SceneList::MAINMENU);
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}
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}
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@@ -36,7 +36,7 @@ public:
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protected:
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protected:
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//Frame loop
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//Frame loop
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void Update(double delta);
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void Update();
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void Render(SDL_Surface* const);
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void Render(SDL_Surface* const);
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//members
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//members
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@@ -25,7 +25,7 @@
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#include <cmath>
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#include <cmath>
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//the speeds that the characters move
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//the speeds that the characters move
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constexpr double CHARACTER_WALKING_SPEED = 140.0;
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constexpr double CHARACTER_WALKING_SPEED = 2.24;
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constexpr double CHARACTER_WALKING_MOD = 1.0/sqrt(2.0);
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constexpr double CHARACTER_WALKING_MOD = 1.0/sqrt(2.0);
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//the bounds for the character objects, mapped to the default sprites
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//the bounds for the character objects, mapped to the default sprites
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