/************************************************ update() All update logic goes in this function. update will keep track of the status and location of the player and tiles. *************************************************/ void update(int data) { if(gameActive) { background.Scroll(); //Calculates the frame rate previousTime = currentTime; currentTime = (float)glutGet(GLUT_ELAPSED_TIME); deltaTime = (currentTime - previousTime); enemyCollision(); //Check if the player has collided with an enemy playerMove(deltaTime); //Move the player if (enemies.size() < 7 && enemyCount != 48) loadEnemies(); if (enemies.size() == 1 && enemyCount == 48 && killCount < 20) cleanUp(); /* KILL COUNT FOR LEVEL ! only */ if (player[0]->lives <0) { fadeStarted = true; cleanUp(); } if(enemies.size() == 1 && enemyCount == 48 && killCount >= 20) { killCount = 0; fadeStarted = true; cleanUp(); } } //cout << "X: " << player[0]->getX() << " Y:" << player[0]->getY() << "\n"; glutPostRedisplay(); }
void renderScene(bool miniMapOption) { light.makeLight(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // limpar o depth buffer glMatrixMode(GL_MODELVIEW); glLoadIdentity(); if(miniMapOption) miniMapCam.setMiniMapCam(); else cam.updateCam(game_map.player); loadPlayer(); loadEnemies(); loadIsland(); glBindTexture(type, texture); renderSea(); if(!PlaySound("Sounds\\56_Rocket_Tower_Takeover.wav", NULL, SND_ASYNC|SND_FILENAME|SND_LOOP|SND_NOSTOP )) PlaySound("Sounds\\56_Rocket_Tower_Takeover.wav", NULL, SND_ASYNC|SND_FILENAME|SND_LOOP|SND_NOSTOP ); }