equal
deleted
inserted
replaced
49 if (keyboard.get_keycode(CL_KEY_RSHIFT)) |
49 if (keyboard.get_keycode(CL_KEY_RSHIFT)) |
50 input_move |= INPUT_MOVE_JUMP; |
50 input_move |= INPUT_MOVE_JUMP; |
51 |
51 |
52 if (keyboard.get_keycode(CL_KEY_I)) |
52 if (keyboard.get_keycode(CL_KEY_I)) |
53 player->debugInfo(); |
53 player->debugInfo(); |
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54 |
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55 if (keyboard.get_keycode(CL_KEY_F)) { |
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56 Engine::log(DEBUG, "Graphics.check_input") << "Fire!"; |
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57 player->shoot(); |
|
58 } |
54 |
59 |
55 if (keyboard.get_keycode(CL_KEY_M)) |
60 if (keyboard.get_keycode(CL_KEY_M)) |
56 input_move |= INPUT_MOVE_DIG; |
61 input_move |= INPUT_MOVE_DIG; |
57 |
62 |
58 // apply movement if applicable |
63 // apply movement if applicable |
73 for (std::list<Player*>::iterator it = state.player_list.begin(); it != state.player_list.end(); it++) { |
78 for (std::list<Player*>::iterator it = state.player_list.begin(); it != state.player_list.end(); it++) { |
74 Player *p = *it; |
79 Player *p = *it; |
75 p->draw(gc); |
80 p->draw(gc); |
76 } |
81 } |
77 |
82 |
|
83 // Draw projectiles |
|
84 for (std::list<PhysicsObject*>::iterator it = state.projectiles.begin(); it != state.projectiles.end(); it++) { |
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85 PhysicsObject *po = *it; |
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86 po->draw(gc); |
|
87 } |
|
88 |
78 // Flip window buffer, LIEK NAO |
89 // Flip window buffer, LIEK NAO |
79 win.flip(0); |
90 win.flip(0); |
80 } |
91 } |
81 |
92 |
82 void Graphics::on_update (void) { |
93 void Graphics::on_update (void) { |