add bombs, closes #24
This commit is contained in:
parent
a02ad6bd34
commit
70e3542910
65
src/game.cpp
65
src/game.cpp
@ -1,6 +1,7 @@
|
||||
#include "game.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
void game_setup_team(team_t *team, uint8_t id) {
|
||||
team->id = id;
|
||||
@ -55,7 +56,7 @@ player_t *game_spawn_player(game_t *game, team_t *team) {
|
||||
return player;
|
||||
}
|
||||
|
||||
player_t *game_spawn_player_id(game_t *game, team_t *team, uint8_t id) {
|
||||
player_t *game_spawn_player_id(game_t *game, team_t *team, uint16_t id) {
|
||||
player_t *player = _game_free_player(game);
|
||||
player->team = team;
|
||||
player->id = id;
|
||||
@ -75,7 +76,7 @@ void game_update_players(game_t *game, double dt) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
|
||||
player_t *player = &game->player[i];
|
||||
if(player->status == 0)
|
||||
if (player->status == 0)
|
||||
return;
|
||||
player->x += player->vx * dt;
|
||||
player->y += player->vy * dt;
|
||||
@ -83,11 +84,54 @@ void game_update_players(game_t *game, double dt) {
|
||||
}
|
||||
}
|
||||
|
||||
void _explode_bomb(game_t *game, bomb_t *bomb, void(*explosion_callback)(
|
||||
double x, double y, double z)) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
|
||||
player_t *player = &game->player[i];
|
||||
if (player->status == 0)
|
||||
return;
|
||||
double distance2 = pow(player->x - bomb->x, 2) + pow(player->y
|
||||
- bomb->y, 2) + pow(player->z - bomb->z, 2);
|
||||
if (distance2 < 10000.0) {
|
||||
explosion_callback(player->x, player->y, player->z);
|
||||
player->x = player->team->x + 100;
|
||||
player->y = player->team->y;
|
||||
player->z = player->team->z;
|
||||
player->vx = 0.;
|
||||
player->vy = 0.;
|
||||
player->vz = 0.;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void game_update_bombs(game_t *game, double dt, void(*explosion_callback)(
|
||||
double x, double y, double z)) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_BOMB_COUNT; i++) {
|
||||
bomb_t *bomb = &game->bomb[i];
|
||||
if (bomb->status == 0)
|
||||
return;
|
||||
bomb->x += bomb->vx * dt;
|
||||
bomb->y += bomb->vy * dt;
|
||||
bomb->z += bomb->vz * dt;
|
||||
bomb->ttl -= dt;
|
||||
if (bomb->ttl < 0) {
|
||||
if (bomb->status == 1) {
|
||||
explosion_callback(bomb->x, bomb->y, bomb->z);
|
||||
bomb->status = 2;
|
||||
} else if (bomb->ttl < 0.8) {
|
||||
_explode_bomb(game, bomb, explosion_callback);
|
||||
bomb->status = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
size_t game_active_team_players(game_t *game, team_t *team) {
|
||||
size_t i, count = 0;
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
|
||||
if(game->player[i].status == 0)
|
||||
if (game->player[i].status == 0)
|
||||
continue;
|
||||
if (game->player[i].team == team)
|
||||
count++;
|
||||
@ -108,7 +152,7 @@ team_t *game_team_with_least_players(game_t *game) {
|
||||
return team;
|
||||
}
|
||||
|
||||
team_t *game_team(game_t *game, uint8_t id){
|
||||
team_t *game_team(game_t *game, uint16_t id) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_TEAM_COUNT; i++) {
|
||||
if (game->team[i].id == id) {
|
||||
@ -118,7 +162,7 @@ team_t *game_team(game_t *game, uint8_t id){
|
||||
return NULL;
|
||||
}
|
||||
|
||||
player_t *game_player(game_t *game, uint8_t id){
|
||||
player_t *game_player(game_t *game, uint16_t id) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
|
||||
if (game->player[i].id == id) {
|
||||
@ -127,3 +171,14 @@ player_t *game_player(game_t *game, uint8_t id){
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
bomb_t *game_spawn_bomb(game_t *game) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_BOMB_COUNT; i++) {
|
||||
if (game->bomb[i].status == 0) {
|
||||
game->bomb[i].status = 1;
|
||||
return &game->bomb[i];
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
29
src/game.h
29
src/game.h
@ -9,18 +9,26 @@ typedef struct game_t game_t;
|
||||
|
||||
#define GAME_TEAM_COUNT 8
|
||||
#define GAME_PLAYER_COUNT 64
|
||||
#define GAME_BOMB_COUNT (GAME_PLAYER_COUNT * 4)
|
||||
|
||||
struct player_t {
|
||||
uint8_t id;
|
||||
uint8_t status;
|
||||
uint16_t id;
|
||||
uint16_t status;
|
||||
double x, y, z;
|
||||
double rx, ry, rz, rw;
|
||||
double vx, vy, vz;
|
||||
team_t *team;
|
||||
};
|
||||
|
||||
struct bomb_t {
|
||||
uint8_t status;
|
||||
double x, y, z;
|
||||
double vx, vy, vz;
|
||||
double ttl;
|
||||
};
|
||||
|
||||
struct team_t {
|
||||
uint8_t id;
|
||||
uint16_t id;
|
||||
double x, y, z;
|
||||
float color[4];
|
||||
};
|
||||
@ -28,15 +36,20 @@ struct team_t {
|
||||
struct game_t {
|
||||
team_t team[GAME_TEAM_COUNT];
|
||||
player_t player[GAME_PLAYER_COUNT];
|
||||
int32_t max_player_id;
|
||||
bomb_t bomb[GAME_BOMB_COUNT];
|
||||
int16_t max_player_id;
|
||||
};
|
||||
|
||||
extern void game_setup(game_t *game);
|
||||
extern team_t *game_team_with_least_players(game_t *game);
|
||||
extern player_t *game_spawn_player(game_t *game, team_t *team);
|
||||
extern player_t *game_spawn_player_id(game_t *game, team_t *team, uint8_t id);
|
||||
extern team_t *game_team(game_t *game, uint8_t id);
|
||||
extern player_t *game_player(game_t *game, uint8_t id);
|
||||
extern player_t *game_spawn_player_id(game_t *game, team_t *team, uint16_t id);
|
||||
extern team_t *game_team(game_t *game, uint16_t id);
|
||||
extern player_t *game_player(game_t *game, uint16_t id);
|
||||
extern bomb_t *game_bomb(game_t *game, uint16_t index);
|
||||
extern void game_update_players(game_t *game, double dt);
|
||||
extern bomb_t *game_spawn_bomb(game_t *game);
|
||||
extern void game_update_bombs(game_t *game, double dt,
|
||||
void(*explosion_callback)(double x, double y, double z));
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
256
src/main.cpp
256
src/main.cpp
@ -85,6 +85,18 @@ void draw_player(player_t *player) {
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
void draw_bomb(bomb_t *bomb) {
|
||||
if (bomb->status != 1)
|
||||
return;
|
||||
GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
|
||||
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
|
||||
glMatrixMode( GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
glTranslated(bomb->x, bomb->y, bomb->z);
|
||||
gluSphere(quadratic, 3.f, 32, 32);
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
void setup_network(const char *remote) {
|
||||
if (enet_initialize() != 0) {
|
||||
fprintf(stderr, "An error occurred while initializing ENet.\n");
|
||||
@ -147,6 +159,8 @@ void setup_network(const char *remote) {
|
||||
#define MESSAGE_ACCEPT 2
|
||||
#define MESSAGE_PLAYER_UPDATE 3
|
||||
#define MESSAGE_PLAYER_ACCELERATE 4
|
||||
#define MESSAGE_BOMB_DROP 5
|
||||
#define MESSAGE_BOMB_UPDATE 6
|
||||
|
||||
typedef struct message_t {
|
||||
uint16_t msg_id;
|
||||
@ -155,22 +169,22 @@ typedef struct message_t {
|
||||
typedef struct player_spawn_message_t {
|
||||
uint16_t msg_id;
|
||||
uint8_t team_id;
|
||||
uint8_t player_id;
|
||||
uint16_t player_id;
|
||||
} player_spawn_message_t;
|
||||
|
||||
typedef struct player_kill_message_t {
|
||||
uint16_t msg_id;
|
||||
uint8_t player_id;
|
||||
uint16_t player_id;
|
||||
} player_kill_message_t;
|
||||
|
||||
typedef struct accept_message_t {
|
||||
uint16_t msg_id;
|
||||
uint8_t player_id;
|
||||
uint16_t player_id;
|
||||
} accept_message_t;
|
||||
|
||||
typedef struct player_update_message_t {
|
||||
uint16_t msg_id;
|
||||
uint8_t player_id;
|
||||
uint16_t player_id;
|
||||
unsigned int session;
|
||||
double x, y, z;
|
||||
double vx, vy, vz;
|
||||
@ -178,10 +192,25 @@ typedef struct player_update_message_t {
|
||||
|
||||
typedef struct player_accelerate_message_t {
|
||||
uint16_t msg_id;
|
||||
uint8_t player_id;
|
||||
uint16_t player_id;
|
||||
double x, y, z;
|
||||
} player_accelerate_message_t;
|
||||
|
||||
typedef struct bomb_drop_meesage_t {
|
||||
uint16_t msg_id;
|
||||
double x, y, z;
|
||||
double vx, vy, vz;
|
||||
double ttl;
|
||||
} bomb_drop_meesage_t;
|
||||
|
||||
typedef struct bomb_update_meesage_t {
|
||||
uint16_t msg_id;
|
||||
uint16_t bomb_index;
|
||||
double x, y, z;
|
||||
double vx, vy, vz;
|
||||
double ttl;
|
||||
} bomb_update_meesage_t;
|
||||
|
||||
void send_player_updates(game_t *game) {
|
||||
size_t i;
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
|
||||
@ -201,6 +230,68 @@ void send_player_updates(game_t *game) {
|
||||
}
|
||||
}
|
||||
|
||||
void dispatch_message(enet_uint8 *data, size_t length, game_t *game) {
|
||||
message_t *msg = (message_t *) data;
|
||||
switch (msg->msg_id) {
|
||||
case MESSAGE_PLAYER_SPAWN: {
|
||||
player_spawn_message_t *sm = (player_spawn_message_t *) data;
|
||||
team_t *team = game_team(game, sm->team_id);
|
||||
player_t *player = game_spawn_player_id(game, team, sm->player_id);
|
||||
break;
|
||||
}
|
||||
case MESSAGE_PLAYER_KILL: {
|
||||
player_kill_message_t *sm = (player_kill_message_t *) data;
|
||||
player_t *player = game_player(game, sm->player_id);
|
||||
player->status = 0;
|
||||
player->team = 0;
|
||||
break;
|
||||
}
|
||||
case MESSAGE_ACCEPT: {
|
||||
accept_message_t *am = (accept_message_t *) data;
|
||||
local_player = game_player(game, am->player_id);
|
||||
printf("Spwan as %d.%d\n", local_player->team->id, local_player->id);
|
||||
break;
|
||||
}
|
||||
case MESSAGE_PLAYER_UPDATE: {
|
||||
player_update_message_t *um = (player_update_message_t *) data;
|
||||
player_t *player = game_player(game, um->player_id);
|
||||
player->x = um->x;
|
||||
player->y = um->y;
|
||||
player->z = um->z;
|
||||
player->vx = um->vx;
|
||||
player->vy = um->vy;
|
||||
player->vz = um->vz;
|
||||
break;
|
||||
}
|
||||
case MESSAGE_PLAYER_ACCELERATE: {
|
||||
player_accelerate_message_t *um = (player_accelerate_message_t *) data;
|
||||
player_t *player = game_player(game, um->player_id);
|
||||
player->vx += um->x;
|
||||
player->vy += um->y;
|
||||
player->vz += um->z;
|
||||
break;
|
||||
}
|
||||
case MESSAGE_BOMB_DROP: {
|
||||
bomb_drop_meesage_t *m = (bomb_drop_meesage_t *) data;
|
||||
bomb_t *bomb = game_spawn_bomb(game);
|
||||
if (bomb == NULL)
|
||||
return;
|
||||
bomb->x = m->x;
|
||||
bomb->y = m->y;
|
||||
bomb->z = m->z;
|
||||
bomb->vx = m->vx;
|
||||
bomb->vy = m->vy;
|
||||
bomb->vz = m->vz;
|
||||
bomb->ttl = m->ttl;
|
||||
if (client_peer == NULL) {
|
||||
ENetPacket * packet = enet_packet_create(data, length,
|
||||
ENET_PACKET_FLAG_RELIABLE);
|
||||
enet_host_broadcast(host, 0, packet);
|
||||
}
|
||||
break;
|
||||
}
|
||||
};
|
||||
}
|
||||
void service_network(game_t *game) {
|
||||
ENetEvent event;
|
||||
|
||||
@ -253,63 +344,8 @@ void service_network(game_t *game) {
|
||||
break;
|
||||
|
||||
case ENET_EVENT_TYPE_RECEIVE: {
|
||||
#if 0
|
||||
printf(
|
||||
"A packet of length %u was received from %s on channel %u.\n",
|
||||
event.packet->dataLength, event.packet->data,
|
||||
event.peer->data, event.channelID);
|
||||
#endif
|
||||
/* Clean up the packet now that we're done using it. */
|
||||
message_t *msg = (message_t *) event.packet->data;
|
||||
switch (msg->msg_id) {
|
||||
case MESSAGE_PLAYER_SPAWN: {
|
||||
player_spawn_message_t *sm =
|
||||
(player_spawn_message_t *) event.packet->data;
|
||||
team_t *team = game_team(game, sm->team_id);
|
||||
player_t *player = game_spawn_player_id(game, team,
|
||||
sm->player_id);
|
||||
}
|
||||
break;
|
||||
case MESSAGE_PLAYER_KILL: {
|
||||
player_kill_message_t *sm =
|
||||
(player_kill_message_t *) event.packet->data;
|
||||
player_t *player = game_player(game, sm->player_id);
|
||||
player->status = 0;
|
||||
player->team = 0;
|
||||
}
|
||||
break;
|
||||
case MESSAGE_ACCEPT: {
|
||||
accept_message_t *am = (accept_message_t *) event.packet->data;
|
||||
local_player = game_player(game, am->player_id);
|
||||
printf("Spwan as %d.%d\n", local_player->team->id,
|
||||
local_player->id);
|
||||
}
|
||||
break;
|
||||
case MESSAGE_PLAYER_UPDATE: {
|
||||
player_update_message_t *um =
|
||||
(player_update_message_t *) event.packet->data;
|
||||
player_t *player = game_player(game, um->player_id);
|
||||
player->x = um->x;
|
||||
player->y = um->y;
|
||||
player->z = um->z;
|
||||
player->vx = um->vx;
|
||||
player->vy = um->vy;
|
||||
player->vz = um->vz;
|
||||
}
|
||||
break;
|
||||
case MESSAGE_PLAYER_ACCELERATE: {
|
||||
player_accelerate_message_t *um =
|
||||
(player_accelerate_message_t *) event.packet->data;
|
||||
player_t *player = game_player(game, um->player_id);
|
||||
player->vx += um->x;
|
||||
player->vy += um->y;
|
||||
player->vz += um->z;
|
||||
}
|
||||
break;
|
||||
};
|
||||
|
||||
dispatch_message(event.packet->data, event.packet->dataLength, game);
|
||||
enet_packet_destroy(event.packet);
|
||||
|
||||
break;
|
||||
}
|
||||
case ENET_EVENT_TYPE_DISCONNECT:
|
||||
@ -335,20 +371,38 @@ void service_network(game_t *game) {
|
||||
|
||||
}
|
||||
|
||||
void accelerate(double x, double y, double z) {
|
||||
local_player->vx += x;
|
||||
local_player->vy += y;
|
||||
local_player->vz += z;
|
||||
void accelerate(game_t *game, double x, double y, double z) {
|
||||
player_accelerate_message_t msg;
|
||||
msg.msg_id = MESSAGE_PLAYER_ACCELERATE;
|
||||
msg.player_id = local_player->id;
|
||||
msg.x = x;
|
||||
msg.y = y;
|
||||
msg.z = z;
|
||||
if (client_peer) {
|
||||
player_accelerate_message_t msg;
|
||||
msg.msg_id = MESSAGE_PLAYER_ACCELERATE;
|
||||
msg.player_id = local_player->id;
|
||||
msg.x = x;
|
||||
msg.y = y;
|
||||
msg.z = z;
|
||||
ENetPacket * packet = enet_packet_create(&msg, sizeof(msg),
|
||||
ENET_PACKET_FLAG_RELIABLE);
|
||||
enet_peer_send(client_peer, 0, packet);
|
||||
} else {
|
||||
dispatch_message((uint8_t*) &msg, sizeof(msg), game);
|
||||
}
|
||||
}
|
||||
|
||||
void drop_bomb(game_t *game, double x, double y, double z, double ttl) {
|
||||
bomb_drop_meesage_t msg;
|
||||
msg.msg_id = MESSAGE_BOMB_DROP;
|
||||
msg.x = x;
|
||||
msg.y = y;
|
||||
msg.z = z;
|
||||
msg.vx = local_player->vx;
|
||||
msg.vy = local_player->vy;
|
||||
msg.vz = local_player->vz;
|
||||
msg.ttl = ttl;
|
||||
if (client_peer) {
|
||||
ENetPacket * packet = enet_packet_create(&msg, sizeof(msg),
|
||||
ENET_PACKET_FLAG_RELIABLE);
|
||||
enet_peer_send(client_peer, 0, packet);
|
||||
} else {
|
||||
dispatch_message((uint8_t*) &msg, sizeof(msg), game);
|
||||
}
|
||||
}
|
||||
|
||||
@ -398,9 +452,14 @@ void setup_explosion() {
|
||||
textures[4]);
|
||||
}
|
||||
|
||||
void explosion_callback(double x, double y, double z) {
|
||||
explosion.add(x, y, z);
|
||||
}
|
||||
|
||||
int main(int argc, char ** argv) {
|
||||
int width, height, x, y, last_x, last_y;
|
||||
double time, last_time, phi = 0.0, theta = 0.0, last_player_update;
|
||||
double time, last_time, phi = 0.0, theta = 0.0, last_player_update,
|
||||
last_bomb;
|
||||
GLboolean running;
|
||||
int server = 0;
|
||||
|
||||
@ -430,6 +489,8 @@ int main(int argc, char ** argv) {
|
||||
running = GL_TRUE;
|
||||
last_time = glfwGetTime();
|
||||
last_player_update = last_time;
|
||||
last_bomb = last_time;
|
||||
double camX, camY, camZ;
|
||||
glfwGetMousePos(&last_x, &last_y);
|
||||
while (running) {
|
||||
// Get time and mouse position
|
||||
@ -447,27 +508,45 @@ int main(int argc, char ** argv) {
|
||||
last_x = x;
|
||||
last_y = y;
|
||||
|
||||
if (local_player) {
|
||||
camX = local_player->x;
|
||||
camY = local_player->y;
|
||||
camZ = local_player->z;
|
||||
} else {
|
||||
camX = 1000.0;
|
||||
camY = 1000.0;
|
||||
camZ = 1000.0;
|
||||
}
|
||||
|
||||
double rx = cos(phi) * cos(theta);
|
||||
double ry = sin(theta);
|
||||
double rz = sin(phi) * cos(theta);
|
||||
double v = 50.0f * dt;
|
||||
if (glfwGetKey('W')) {
|
||||
accelerate(rx * v, ry * v, rz * v);
|
||||
accelerate(&game, rx * v, ry * v, rz * v);
|
||||
} else if (glfwGetKey('S')) {
|
||||
accelerate(rx * -v, ry * -v, rz * -v);
|
||||
accelerate(&game, rx * -v, ry * -v, rz * -v);
|
||||
}
|
||||
|
||||
if (glfwGetKey('A')) {
|
||||
accelerate(rz * v, 0, -rx * v);
|
||||
accelerate(&game, rz * v, 0, -rx * v);
|
||||
} else if (glfwGetKey('D')) {
|
||||
accelerate(-rz * v, 0, rx * v);
|
||||
accelerate(&game, -rz * v, 0, rx * v);
|
||||
}
|
||||
|
||||
if (glfwGetKey(GLFW_KEY_SPACE)) {
|
||||
accelerate(local_player->vx * -dt, local_player->vy * -dt,
|
||||
accelerate(&game, local_player->vx * -dt, local_player->vy * -dt,
|
||||
local_player->vz * -dt);
|
||||
}
|
||||
|
||||
if (glfwGetKey(GLFW_KEY_LCTRL)) {
|
||||
if (time - last_bomb > 5.0) {
|
||||
last_bomb = time;
|
||||
drop_bomb(&game, local_player->x + rx - 20.0, local_player->y
|
||||
+ ry * -20.0, local_player->z + rz * -20.0, 5.0);
|
||||
}
|
||||
}
|
||||
|
||||
if (glfwGetKey(GLFW_KEY_ENTER)) {
|
||||
explosion.add(200.0, 200.0, 200.0);
|
||||
}
|
||||
@ -492,19 +571,9 @@ int main(int argc, char ** argv) {
|
||||
// Select and setup the modelview matrix
|
||||
glMatrixMode( GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
if (local_player) {
|
||||
gluLookAt(local_player->x, local_player->y,
|
||||
local_player->z, // Eye-position
|
||||
local_player->x + cos(phi) * cos(theta) * 10.0f,
|
||||
local_player->y + sin(theta) * 10.0f, local_player->z
|
||||
+ sin(phi) * cos(theta) * 10.0f, // View-point
|
||||
0.0f, 1.0f, 0.0f); // Up-vector
|
||||
} else {
|
||||
gluLookAt(100.0f, 100.0f, 100.0f, // Eye-position
|
||||
100.0f + cos(phi) * cos(theta) * 10.0f, 100.0f + sin(theta)
|
||||
* 10.0f, 100.0f + sin(phi) * cos(theta) * 10.0f, // View-point
|
||||
0.0f, 1.0f, 0.0f); // Up-vector
|
||||
}
|
||||
gluLookAt(camX, camY, camZ, camX + cos(phi) * cos(theta) * 10.0f, camY
|
||||
+ sin(theta) * 10.0f, camZ + sin(phi) * cos(theta) * 10.0f, // View-point
|
||||
0.0f, 1.0f, 0.0f); // Up-vector
|
||||
|
||||
service_network(&game);
|
||||
if (server) {
|
||||
@ -515,6 +584,7 @@ int main(int argc, char ** argv) {
|
||||
}
|
||||
|
||||
game_update_players(&game, dt);
|
||||
game_update_bombs(&game, dt, explosion_callback);
|
||||
|
||||
glEnable( GL_LIGHT0);
|
||||
glEnable( GL_LIGHTING);
|
||||
@ -534,11 +604,13 @@ int main(int argc, char ** argv) {
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++)
|
||||
draw_player(&game.player[i]);
|
||||
|
||||
for (i = 0; i < GAME_BOMB_COUNT; i++)
|
||||
draw_bomb(&game.bomb[i]);
|
||||
|
||||
glDisable(GL_LIGHT0);
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_CULL_FACE);
|
||||
explosion.update(dt * 1000.0, local_player->x, local_player->y,
|
||||
local_player->z);
|
||||
explosion.update(dt * 1000.0, camX, camY, camZ);
|
||||
explosion.render();
|
||||
|
||||
// Swap buffers
|
||||
|
Loading…
Reference in New Issue
Block a user