Example #1
0
    void State::Gameplay::render() {
        if(shouldSkip())
            return;
        
        Game::get().getWindow().getContext().clearBuffers(GL::Context::BufferMask::Color_Depth);

        if(isMode2D()) {

            for(auto& sector : _map.getSectors())
                _viewSector2D.render(sector);

            _viewWireframe2D.render();
        
        } else {

            _pipeline.getStack().pushMatrix(_camera.getMatrix());
                _pipeline.getStack().rotate(glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f));

                _viewSector3D.resetTrianglesCount();

                for(auto& sector : _map.getSectors())
                    _viewSector3D.render(sector);

                _viewWireframe3D.render();

            _pipeline.getStack().popMatrix();
        }
    }
Example #2
0
    void State::Gameplay::update(double frameTime) {
        static const double timeStep = 0.001;

        if(shouldSkip())
            return;
        
        Util::TimeLoop::semiFixed(frameTime, timeStep, [&, this](double deltaTime) {
            if(isMode2D())
                _mapController.update(deltaTime);
            else
                _camera.update(deltaTime);
        });
    }
Example #3
0
 bool visit_functiondef(AST_FunctionDef* node) override { return shouldSkip(node); }
Example #4
0
 bool visit_lambda(AST_Lambda* node) override { return shouldSkip(node); }
Example #5
0
 bool visit_classdef(AST_ClassDef* node) override { return shouldSkip(node); }