Changements C++20 et retour audio
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@@ -733,10 +733,18 @@ void Engine::Render(float elapsedTime) {
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m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
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break;
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}
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else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<EFBFBD>re balle de l'array.
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else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la première balle de l'array.
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m_bullets[0]->~Bullet();
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m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
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}
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bulletTime = BULLET_TIME;
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m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, false, .5f);
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if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
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glClearColor(.8f, .8f, .8f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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return;
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}
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}
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}
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else if (m_mouseR)
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@@ -744,7 +752,7 @@ void Engine::Render(float elapsedTime) {
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for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
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if (m_bullets[x]) {
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for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b)
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for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
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if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME)) {
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m_bullets[x]->~Bullet();
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if (m_whoosh[x])
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@@ -758,8 +766,9 @@ void Engine::Render(float elapsedTime) {
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}
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else {
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Vector3f pos = m_bullets[x]->getPos(), vel = m_bullets[x]->getVel();
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m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
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m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length());
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}
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}
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}
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}
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