//for debugging use _characterDir(".");
//for live use _characterDir("../../Saved/SavedArksLocal");
CharacterManager::CharacterManager(QObject *parent)
    : QAbstractListModel(parent)
    , _characterDir("../../Saved/SavedArksLocal")
    , _log("ArkCharacterSelector.log")
{
    _log.WriteLine("Starting Ark Character Selector.");
    if (!_characterDir.exists())
        _log.WriteLine(QString("ERROR: Directory %1 does not exist.").arg(_characterDir.absolutePath().toStdString().c_str()));
    _characterDir.setNameFilters(QStringList() << "*.local.arkprofile" << CHARACTERMANAGER_CURRENT_CHARACTER_FILENAME);

    _watcher.addPath(_characterDir.absolutePath());

    QObject::connect(&_watcher, SIGNAL(directoryChanged(QString)), this, SLOT(updateCharacters(QString)));
    updateCharacters(_characterDir.absolutePath());
}
Esempio n. 2
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void Game::run() {

	window->GetMainLayer().addObject(mapSprite, 0);

	addCharacter(getMainCharacter().getId(), getMainCharacter());

	if(isFrameratePrinted) {
		window->GetInterfaceLayer().addObject(framerate, 1);
	}

	if(isLatencyPrinted) {
		window->GetInterfaceLayer().addObject(latency, 1);
	}

	window->Launch();

	if (connection->auth()) {

		std::cout << "Authenticated !" << std::endl;

		while (window->IsOpened()) {

			//main game loop

			sf::Sleep(0.01);

			updateCharacters();
			updateMainView();
			updateInterfaceView();

		}
	}

	window->Wait();
}
Esempio n. 3
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void GameLogic::update(float dt)
{
    time_ += dt;
    createPlayerCharacter();
    updateCharacters(dt);
    world_->Step(dt, 10, 10);
}