Reviewing the progress so far
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+1
-1
@@ -33,7 +33,7 @@ protected:
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ConfigUtility* configUtil = nullptr;
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SurfaceManager* surfaceMgr = nullptr;
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UDPNetworkUtility* netUtil = nullptr;
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int* playerID;
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int* playerID = nullptr;
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};
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#endif
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+4
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@@ -122,6 +122,7 @@ void Lobby::Render(SDL_Surface* const screen) {
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//if a server has been selected, and this is the selected server
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if (selectedServer && selectedServer == &serverVector[i]) {
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//draw the orange box
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SDL_FillRect(screen, &clip, SDL_MapRGB(screen->format, 255, 127, 39));
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}
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font.DrawStringTo(serverVector[i].name, screen, clip.x, clip.y);
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@@ -148,14 +149,14 @@ void Lobby::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (buttonMap["ping"]->MouseButtonUp(button) == Button::State::HOVER) {
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PingNetwork();
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}
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if (buttonMap["join"]->MouseButtonUp(button) == Button::State::HOVER) {
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else if (buttonMap["join"]->MouseButtonUp(button) == Button::State::HOVER) {
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JoinRequest(selectedServer);
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}
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if (buttonMap["back"]->MouseButtonUp(button) == Button::State::HOVER) {
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else if (buttonMap["back"]->MouseButtonUp(button) == Button::State::HOVER) {
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SetNextScene(SceneList::MAINMENU);
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}
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//select a server (clicked within the bounds of the server box)
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if (button.x > listBox.x && button.y > listBox.y && button.y < serverVector.size() * font.GetCharH() + listBox.y) {
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else if (button.x > listBox.x && button.y > listBox.y && button.y < serverVector.size() * font.GetCharH() + listBox.y) {
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selectedServer = &serverVector[(button.y-listBox.y)/font.GetCharH()];
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}
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else {
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+5
-1
@@ -4,4 +4,8 @@ Each client needs to know about each other client now.
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Have multiple players moving around the server at the same time
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keep the docs up to date!!!!!
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Player's internals a weird.
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Player's internals a weird.
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clarify some of the names in the server project
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reimplement the server's time system.
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Overall, I think the server needs restructuring
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