running now asteroids.rc on startup and cleanup of debug messages
parent
e7e0b39e82
commit
f862a952e5
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@ -0,0 +1,10 @@
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# controls
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bind up +forward
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bind left +turnleft
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bind right +turnright
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bind space attack
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# set some game variables
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set ship_maxspeed 10
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set ship_acceleration 10
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set ship_rotationspeed 180
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@ -14,7 +14,7 @@ namespace asteroids {
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bool AsteroidEntity::CollisionEvent (Engine::EntityBase* entity_state) {
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GameEntityType other_type = (GameEntityType) entity_state->mType;
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Engine::LogMessage ("CONTACT OF AN ASTEROID");
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Engine::LogDebug ("CONTACT OF AN ASTEROID");
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if (other_type == GameEntityTypeRocket) {
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// First remove the rocket
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@ -11,10 +11,6 @@ int Controller::OnInit (int argc, char *argv[]) {
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mBindings[SDLK_h] = "+turnleft";
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mBindings[SDLK_g] = "+turnright";
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mBindings[SDLK_UP] = "+forward";
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mBindings[SDLK_LEFT] = "+turnleft";
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mBindings[SDLK_RIGHT] = "+turnright";
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mBindings[SDLK_SPACE] = "attack";
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mBindings[SDLK_F8] = "toggleconsole";
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@ -146,7 +146,9 @@ void MenuOverlay::DrawGameRunning() {
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void MenuOverlay::DrawPlayerDied () {
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std::ostringstream topbar_stream;
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topbar_stream << "You died ...";
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Engine::DrawGLString ( right * 0.5 - 80, bottom * 0.5 - 8, topbar_stream.str().c_str ());
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Engine::DrawGLString ( right * 0.5 - 40, bottom * 0.5 - 8 - 32, topbar_stream.str().c_str ());
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Engine::DrawGLString ( right * 0.5 - 90, bottom * 0.5 + 8, "Press [Return] to continue.");
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}
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void MenuOverlay::DrawGameOverScreen() {
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@ -85,9 +85,8 @@ int Model::DoLoadLevel (const char* filename) {
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while (level_file >> entity_type_str) {
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if (entity_type_str[0] == '#') {
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std::cout << "Read Comment: " << entity_type_str;
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getline (level_file, entity_type_str);
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std::cout << entity_type_str << std::endl;
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Engine::LogDebug ("Read Comment: %s", entity_type_str.c_str());
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continue;
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}
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@ -99,8 +99,6 @@ void ShipEntity::Attack () {
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if (!mAlive)
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return;
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Engine::LogMessage ("ATTACK");
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Engine::EntityPhysicState* entity_physic = Engine::GetEntityPhysicState (mId);
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vector3d attack_dir (1., 0., 0.);
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@ -82,7 +82,7 @@ bool View::AccelerateEventHandler::HandleEvent (const Engine::EventBasePtr &even
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if (event->mEventType == EventAccelerateStart)
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mView->mShipThrustSprite.ResetAnimation();
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Engine::LogMessage ("Received Acceleration Event: %d", event->mEventType);
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Engine::LogDebug ("Received Acceleration Event: %d", event->mEventType);
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return true;
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}
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@ -108,7 +108,7 @@ bool View::ShipExplodeEventHandler::HandleEvent (const Engine::EventBasePtr &eve
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}
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}
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Engine::LogMessage ("Received Ship Explode Event: %d", event->mEventType);
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Engine::LogDebug ("Received Ship Explode Event: %d", event->mEventType);
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return true;
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}
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@ -22,7 +22,7 @@ int main (int argc, char* argv[]) {
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engine.SetPhysics (new asteroids::Physics);
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engine.SetView (new asteroids::View);
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SetLogPrintLevel (Engine::LogLevelDebug);
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SetLogPrintLevel (Engine::LogLevelMessage);
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if (engine.Init (argc, argv) != 0) {
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cout << "Could not start engine!" << endl;
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@ -32,7 +32,7 @@ int main (int argc, char* argv[]) {
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engine.GetView()->SetGridSize (8,8);
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dynamic_cast<asteroids::Physics*>(engine.GetPhysics())->SetWorldSize (28, 20);
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SetLogPrintLevel (Engine::LogLevelDebug);
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Engine::RunCommand ("exec asteroids.rc");
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engine.MainLoop ();
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