Beispiel #1
0
void Engine::update()
{
    /**  */

    /** */

    //update player state
    worldMap->update(clock.getElapsedTime().asSeconds());
    player->update();

    if(debug)
        Window->clear(sf::Color(100,100,100,0));
    // Window->clear(sf::Color::White);

    World->Step(1/60.f, 8, 3);
    //remove sheduled enemies
    for (int i = 0; i < enemyScheduledForRemoval.size(); i++)
    {
        std::cout << "remove enemy" << std::endl;
        //enemy class scheduled for removal
        Enemy* temp = enemyScheduledForRemoval.at(i);
        //call enemy class destructor
        //delete temp;
        temp->deleteBody();
        std::cout << "removal completed" << std::endl;
        // set enemy pointer in engine class to null
        worldMap->enemy = NULL;
        std::cout << "pointer null completed" << std::endl;
    }

    enemyScheduledForRemoval.clear();



};