Esempio n. 1
0
void processNormalKeys(unsigned char key, int x, int y)
{
    switch( key )
    {
    case 'w': Camera_StartMove(FORWARD); break;
    case 'a': Camera_StartMove(LEFT);    break;
    case 's': Camera_StartMove(BACK);    break;
    case 'd': Camera_StartMove(RIGHT);   break;
    case 'q': Camera_StartMove(UP);      break;
    case 'e': Camera_StartMove(DOWN);    break;
    case 'r': World_Reset(); Camera_Reset();    break;
    case ' ': World_Pause();                    break;
    case 'p': World_Pause(); World_Update( 0.0166666666 ); World_Pause(); break;
    case 'c': Debug_ClearLines(); break;
    }
}
Esempio n. 2
0
void dEngine_HostFrame(void)
{
	// Load a new scene/menu if needed
	dEngine_CheckState();
	
	
	Timer_tick();
	
	
	diverSpriteLib.numVertices=0;
	diverSpriteLib.numIndices=0;
	
#ifdef GENERATE_VIDEO	
	if (MENU_Get() == 0 && simulationTime > 57000 && !MENU_GetCurrentButtonTouches()[0].down)
		MENU_GetCurrentButtonTouches()[0].down = 1 ;
	
	SND_UpdateRecord();
#endif	
	
	NET_Setup();
	
	NET_Receive();
	COM_Update();
	NET_Send();
	
	
	
	
	//Init the enemy FX system 
	ENPAR_StartEnemyFX();
	

	
	EV_Update();
	TITLE_Update();
	CAM_Update();
	DYN_TEXT_Update();
	//NET_Update();
	
	//Check collisions.
    COLL_CheckEnemies();
    COLL_CheckPlayers();
	
	//Update world
    World_Update();
	P_Update();
	ENE_Update();
	ENPAR_Update();
	FX_UpdateExplosions();
	FX_UpdateParticules();
	FX_UpdateSmoke();

	//Rendition
	P_PrepareBulletSprites();
	P_PrepareGhostSprites();
	FX_PrepareSmokeSprites();
	P_PreparePointerSprites();
	
	SCR_RenderFrame();
	
	if (engine.menuVisible)
		MENU_HandleTouches();
	
#ifdef GENERATE_VIDEO
		dEngine_WriteScreenshot(screenShotDirectory);
#endif
	
}