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engine.cpp
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engine.cpp
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#include "engine.h"
void game_engine::nextState(double timeElapsed) {
gPhysics.update(timeElapsed);
moveModel(*currentState.getPlayer());
}
void game_engine::moveModel(game_model & m) {
int flags = currentState.getFlags();
//This is inane and redundant and needs to be updated...
if(flags & MOVE_FORWARD) {
m.move(MOVE_FORWARD);
}
else if(flags & MOVE_BACKWARD) {
m.move(MOVE_BACKWARD);
}
if(flags & MOVE_LEFT) {
m.move(MOVE_LEFT);
}
else if(flags & MOVE_RIGHT) {
m.move(MOVE_RIGHT);
}
if(flags & TURN_LEFT) {
m.rotate(2.5f);
}
else if(flags & TURN_RIGHT) {
m.rotate(-2.5f);
}
currentState.getPlayer()->rotate(-currentState.getMouseXMove());
currentState.clearMouseXMove();
}
void game_engine::updateCamera(game_camera & c) {}