//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()); }
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(); }
void GameLogic::update(float dt) { time_ += dt; createPlayerCharacter(); updateCharacters(dt); world_->Step(dt, 10, 10); }