merge end stuff
This commit is contained in:
commit
6e6a28c9ff
5 changed files with 82 additions and 64 deletions
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@ -49,8 +49,8 @@ namespace developer {
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return false;
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}
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std::cout<<"[developer console] adding developer "
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"callback for token '" << token << "'" << std::endl;
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//std::cout<<"[developer console] adding developer "
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// "callback for token '" << token << "'" << std::endl;
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m_callbacks[token] = cb;
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@ -78,11 +78,11 @@ namespace endofthejedi {
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NULL, NULL, NULL);
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if (color_type == PNG_COLOR_TYPE_RGB) {
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puts("PNG_COLOR_TYPE_RGB");
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} else if (color_type == PNG_COLOR_TYPE_RGBA) {
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puts("PNG_COLOR_TYPE_RGBA");
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}
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//if (color_type == PNG_COLOR_TYPE_RGB) {
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// puts("PNG_COLOR_TYPE_RGB");
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//} else if (color_type == PNG_COLOR_TYPE_RGBA) {
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// puts("PNG_COLOR_TYPE_RGBA");
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//}
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//update width and height based on png info
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@ -95,11 +95,11 @@ namespace endofthejedi {
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m_size = glm::vec2();
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puts("#########################################");
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printf("# PNG: width=%d, height=%d\n", twidth, theight);
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printf("# powers of two: w=%d, h=%d\n", pot_width, pot_height);
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printf("# uv scale two: x=%f, y=%f\n", m_uvScale.x, m_uvScale.y);
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puts("#########################################");
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//puts("#########################################");
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//printf("# PNG: width=%d, height=%d\n", twidth, theight);
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//printf("# powers of two: w=%d, h=%d\n", pot_width, pot_height);
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//printf("# uv scale two: x=%f, y=%f\n", m_uvScale.x, m_uvScale.y);
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//puts("#########################################");
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// Update the png info struct.
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png_read_update_info(png_ptr, info_ptr);
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@ -9,8 +9,7 @@
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#include "developer_console.hpp"
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namespace endofthejedi {
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void RendererPolygon3d::setup()
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{
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void RendererPolygon3d::setup() {
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m_lastTime = -1.0;
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//std::cout << "setup polygon 3d" << std::endl;
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@ -39,7 +38,7 @@ namespace endofthejedi {
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addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
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m_texture = nullptr;
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m_backgroundTexturePath = "../data/img/background_3.png";
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m_backgroundTexturePath = "../data/img/stars_nebular.png";
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loadBackgroundTexture();
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m_postprocess_shader.init();
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@ -88,15 +87,15 @@ namespace endofthejedi {
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glActiveTexture(GL_TEXTURE0);
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m_texture->loadPng();
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std::cout<<"texture loading: " << m_texture->valid() << std::endl;
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//std::cout<<"texture loading: " << m_texture->valid() << std::endl;
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if (!m_texture->valid()) {
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std::cout<<"loading failed!";
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return;
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//exit(-1);
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}
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glm::vec2 s = m_texture->size();
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std::cout<<"texture size is " << s.x << " X " << s.y << std::endl;
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//glm::vec2 s = m_texture->size();
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//std::cout<<"texture size is " << s.x << " X " << s.y << std::endl;
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}
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void RendererPolygon3d::renderBackgroundImage()
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@ -574,7 +573,7 @@ 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 = ship->color;
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glm::vec3 c = glm::vec3(0.1, 1.0, 0.2);
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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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@ -681,6 +680,7 @@ void RendererPolygon3d::renderMissiles() {
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}
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glEnd();
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}
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glLineWidth(1.0f);
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glPolygonMode(GL_FRONT, GL_FILL);
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}
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@ -35,7 +35,6 @@ namespace endofthejedi {
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private:
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void renderPlanets();
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void renderSun();
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void renderMissiles();
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void renderShips();
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void renderParticles();
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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, player->color, m_shipRadius);
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Ship *ship = new Ship(generateId(), spawnPos, m_shipRadius);
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player->ship = ship;
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ships.push_back(ship);
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@ -159,21 +159,29 @@ 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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player->missiles.remove(missile);
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missile->player = nullptr;
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m_nextEvents.push_back(new MissileEvent(LifeCycle::Destroy, missile));
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}
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players.remove(player);
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}
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if (player->ship != nullptr) {
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ships.remove(player->ship);
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m_nextEvents.push_back(new ShipEvent(LifeCycle::Destroy, player->ship));
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}
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players.remove(player);
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delete(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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@ -226,8 +234,9 @@ 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 * ENERGY_PER_DT;
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player->energy += 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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@ -252,7 +261,7 @@ 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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@ -273,7 +282,7 @@ 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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@ -281,73 +290,73 @@ 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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@ -533,6 +542,16 @@ namespace game {
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}
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break;
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case EventType::Ship:
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{
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auto *se = static_cast<ShipEvent*>(evt);
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//std::cout<<"got missile delete event, finally deleting missile #"
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// << me->object()->id << std::endl;
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delete(se->object());
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}
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break;
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case EventType::Missile:
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{
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auto *me = static_cast<MissileEvent*>(evt);
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