a quickfix in the morning
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parent
70b0fee526
commit
03a271c731
8 changed files with 64 additions and 54 deletions
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@ -55,7 +55,7 @@ namespace endofthejedi {
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XSetWMProtocols(m_display, m_window, &m_atomWmDeleteWindow, 1);
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XMapWindow(m_display, m_window);
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XStoreName(m_display, m_window, "NAME");
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XStoreName(m_display, m_window, "Kepler-Kriege");
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m_glcontext = glXCreateContext(m_display, m_visualinfo, NULL, GL_TRUE);
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@ -574,7 +574,7 @@ void RendererPolygon3d::renderMissiles() {
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glm::mat4 model = computeModelMatrix(ship);
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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glm::vec3 c = glm::vec3(0.1, 1.0, 0.2);
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glm::vec3 c = ship->color;
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
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m_shipModel->render();
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@ -673,7 +673,8 @@ void RendererPolygon3d::renderMissiles() {
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fade_out = 1.0 - (trace->age / trace->maxAge);
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}
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glColor3f(0.0, 0.5*fade_out, 0.5*fade_out);
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glLineWidth(3);
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glColor4f(trace->player->color.x, trace->player->color.y, trace->player->color.z, fade_out);
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glBegin(GL_LINE_STRIP);
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for (const game::Trace::TracePoint &tp : trace->points) {
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glVertex2f(tp.position.x, tp.position.y);
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@ -32,8 +32,8 @@ namespace game {
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{
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(void) state;
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//return player->alive && player->energy >= player->speed;
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return player->alive;
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return player->alive && player->energy >= player->speed;
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//return player->alive;
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}
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void ChangeNameCommand::apply(Player *player, State *state) const
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@ -19,12 +19,17 @@ namespace game {
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float speed;
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float energy;
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float deadTimeCounter;
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glm::vec3 color;
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Ship *ship;
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std::string name;
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std::list<Missile*> missiles;
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Player(size_t id) : id(id), alive(true), speed(1.0), energy(0.0), ship(nullptr), name("<unnamed>")
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{
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float h = ((float) rand()) / (float) RAND_MAX;
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float s = ((float) rand()) / (float) RAND_MAX;
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float v = ((float) rand()) / (float) RAND_MAX;
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color =glm::vec3(h,s,v);//glm::gtx::color_space::rgbColor( glm::vec3(h/360.0,1,1)) ;
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}
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void addCommand(Command *cmd);
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@ -5,10 +5,12 @@
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namespace game {
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class Ship : public Object {
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public:
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Ship(size_t id, const glm::vec2 &pos, float r) : Object(id, pos), radius(r)
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{
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}
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float radius;
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glm::vec3 color;
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Ship(size_t id, const glm::vec2 &pos, const glm::vec3 &c, float r) : Object(id, pos), radius(r), color(c)
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{
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}
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};
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}
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@ -139,7 +139,7 @@ namespace game {
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return false;
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}
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Ship *ship = new Ship(generateId(), spawnPos, m_shipRadius);
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Ship *ship = new Ship(generateId(), spawnPos, player->color, m_shipRadius);
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player->ship = ship;
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ships.push_back(ship);
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@ -159,21 +159,21 @@ namespace game {
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void State::quitPlayer(size_t playerId)
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{
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std::cout << playerId << " quit" << std::endl;
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std::cout << playerId << " quit" << std::endl;
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Player *player = playerForId(playerId);
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if (player != nullptr) {
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for (Missile *missile : player->missiles) {
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missile->player = nullptr;
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}
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Player *player = playerForId(playerId);
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if (player != nullptr) {
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for (Missile *missile : player->missiles) {
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missile->player = nullptr;
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}
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players.remove(player);
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}
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players.remove(player);
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}
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}
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void State::clear(size_t playerId)
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{
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std::cout << playerId << " clear" << std::endl;
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std::cout << playerId << " clear" << std::endl;
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}
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void State::setName(size_t playerId, std::string name)
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@ -226,9 +226,8 @@ namespace game {
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(void) dt;
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for (Player *player : players) {
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if (player->alive) {
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player->energy += dt;
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player->energy += dt * ENERGY_PER_DT;
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}
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// try to execute as much queued commands as possible.
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while (player->hasCommandInQueue()) {
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Command *command = player->peekCommand();
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@ -253,7 +252,7 @@ namespace game {
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std::cout<<"player " << killer->id << " killed " << victim->id << std::endl;
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// destroy ship
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ships.remove(victim->ship);
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ships.remove(victim->ship);
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delete(victim->ship);
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victim->ship = nullptr;
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@ -274,7 +273,7 @@ namespace game {
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for (Player *player : players) {
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std::vector<Missile*> rm;
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for (Missile *missile : player->missiles) {
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for (Missile *missile : player->missiles) {
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const Missile::Event evt = missile->advance(this, dt);
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const bool isHit = (evt.hit != Hit::Nothing);
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@ -282,73 +281,73 @@ namespace game {
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missile->trace->addPointFromMissile(isHit); // force point if missile gets destroyed a
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}
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if (!isHit) {
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continue;
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}
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if (!isHit) {
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continue;
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}
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bool spawnExplosion = true;
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switch(evt.hit) {
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case Hit::Planet:
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switch(evt.hit) {
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case Hit::Planet:
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// TODO: add black spot on the planet.
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// TODO: if water planet, add waves
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// TODO: if gas planet, add nice gas explosion effect
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// and start burning on this spot for some time.
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//std::cout<<"hit Planet" << std::endl;
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break;
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//std::cout<<"hit Planet" << std::endl;
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break;
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case Hit::Ship:
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//std::cout<<"hit Player" << std::endl;
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playerKillsPlayer(playerForId(evt.playerIdKiller), playerForId(evt.playerIdVictim));
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break;
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case Hit::Ship:
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//std::cout<<"hit Player" << std::endl;
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playerKillsPlayer(playerForId(evt.playerIdKiller), playerForId(evt.playerIdVictim));
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break;
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case Hit::BorderOfUniverse:
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//std::cout<<"missile left the universe." << std::endl;
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case Hit::BorderOfUniverse:
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//std::cout<<"missile left the universe." << std::endl;
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spawnExplosion = false;
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break;
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break;
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default:
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break;
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}
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default:
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break;
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}
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if (spawnExplosion) {
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addExplosionFromHit(&evt);
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}
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if (missile->trace != nullptr) {
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missile->trace->finish();
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}
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if (missile->trace != nullptr) {
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missile->trace->finish();
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}
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rm.push_back(missile);
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rm.push_back(missile);
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}
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for (Missile *missile : rm) {
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player->missiles.remove(missile);
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for (Missile *missile : rm) {
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player->missiles.remove(missile);
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m_nextEvents.push_back(new MissileEvent(LifeCycle::Destroy, missile));
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}
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}
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}
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}
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void State::advanceExplosions(float dt)
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{
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std::vector<Explosion*> rm;
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std::vector<Explosion*> rm;
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for (Explosion *explosion : explosions) {
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for (Explosion *explosion : explosions) {
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explosion->age += dt;
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if (explosion->age >= explosion->maxAge) {
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rm.push_back(explosion);
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rm.push_back(explosion);
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}
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}
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for (Explosion *explosion : rm) {
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explosions.remove(explosion);
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for (Explosion *explosion : rm) {
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explosions.remove(explosion);
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m_nextEvents.push_back(new ExplosionEvent(LifeCycle::Destroy, explosion));
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//delete(explosion);
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}
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//delete(explosion);
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}
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}
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void State::advance(float dt)
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@ -14,6 +14,8 @@
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#include "state_update_event.hpp"
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#define ENERGY_PER_DT 0.3
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// TODO:
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// give points for equipment / better weapons / more energy when:
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// - player discovers the universe
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@ -1,5 +1,6 @@
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#pragma once
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#include <glm/vec3.hpp>
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#include <glm/vec2.hpp>
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#include <vector>
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@ -13,7 +14,7 @@ namespace game {
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*/
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class Trace {
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public:
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Trace(Missile *missile, float maxAge=3.0);
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Trace(Missile *missile, float maxAge=12.0);
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~Trace();
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// Add the current position of the missile as a new point on the
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