shader fix

This commit is contained in:
serk 2017-01-21 12:40:34 +01:00
parent 279c401f4d
commit 267df99593
5 changed files with 11 additions and 6 deletions

View file

@ -1,12 +1,12 @@
#include "combat.hpp" #include "combat.hpp"
Combat::Combat() { Combat::Combat() {
// ia = false; ia = false;
ia = true; // ia = true;
attacking = playerOneTurn = true; attacking = playerOneTurn = true;
player = new Player(0); player = new Player(0);
enemy = new IaEnemy(1); // enemy = new IaEnemy(1);
// enemy = new Player(1); enemy = new Player(1);
initShader(); initShader();
} }

View file

@ -36,6 +36,10 @@ void Compas::incraeseTime() {
++spaceTime; ++spaceTime;
} }
bool Compas::isPressed() const {
return isPress;
}
int Compas::get (int i) const { int Compas::get (int i) const {
return notes[i]; return notes[i];
} }

View file

@ -20,6 +20,7 @@ public:
void add(); void add();
void end(); void end();
void incraeseTime(); void incraeseTime();
bool isPressed() const;
bool operator ==(const Compas& d) const; bool operator ==(const Compas& d) const;
}; };

View file

@ -3,7 +3,7 @@
IaEnemy::IaEnemy() : Actor(1) {} IaEnemy::IaEnemy() : Actor(1) {}
IaEnemy::IaEnemy(int numplayer): Actor(numplayer) {} IaEnemy::IaEnemy(int numplayer): Actor(numplayer) {}
bool IaEnemy::updateLogic(float deltaTime, sf::RenderWindow *window) { bool IaEnemy::updateLogic(float deltaTime, sf::RenderWindow *window) {
//some playe return true
return true; return true;
} }

View file

@ -19,7 +19,7 @@ bool Player::event(sf::Event e) {
if(e.key.code == sf::Keyboard::C) compas.start(); if(e.key.code == sf::Keyboard::C) compas.start();
if(e.key.code == sf::Keyboard::Space) { if(e.key.code == sf::Keyboard::Space) {
compas.add(); compas.add();
animate = true; if (compas.isPressed() && !animate) animate = true;
} }
break; break;
case (sf::Event::KeyReleased): case (sf::Event::KeyReleased):