Ensuring triggers don't get triggered in the first two seconds.
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parent
f87249b879
commit
1c25df78d5
6
main.cc
6
main.cc
@ -144,7 +144,6 @@ int main( int argc, char *argv[] )
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double showNextFPS = startTimeInSeconds + FPSdelay;
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double lastUpdate=0.0f;
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bool gameStarted = false;
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do {
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@ -159,6 +158,7 @@ int main( int argc, char *argv[] )
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frameCount = 0;
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}
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if (app.isGameStarted()) {
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static float gameStart = now;
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if (app.isLocked() && app.getIgnoredMouseUpdates() == 0) {
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int stateW = glfwGetKey(window, GLFW_KEY_W);
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int stateA = glfwGetKey(window, GLFW_KEY_A);
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@ -170,13 +170,13 @@ int main( int argc, char *argv[] )
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double xpos, ypos;
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glfwGetCursorPos(window, &xpos, &ypos);
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glfwSetCursorPos(window, app.getGraphics()->getWindowSize().x/2, app.getGraphics()->getWindowSize().y/2);
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app.getLevel()->update(now - lastUpdate, now,
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app.getLevel()->update(now - lastUpdate, now - gameStart,
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glm::vec2((float)ypos-app.getGraphics()->getWindowSize().y/2,
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(float)xpos-app.getGraphics()->getWindowSize().x/2),
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stateW == GLFW_PRESS,stateA == GLFW_PRESS,stateS == GLFW_PRESS,stateD == GLFW_PRESS,stateK == GLFW_PRESS,stateL == GLFW_PRESS);
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}
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else {
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app.getLevel()->update(now - lastUpdate, now, glm::vec2(0.0f, 0.0f), false, false, false, false,false,false);
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app.getLevel()->update(now - lastUpdate, now-gameStart, glm::vec2(0.0f, 0.0f), false, false, false, false,false,false);
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if (app.isLocked()) {
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app.ignoredOneMouseUpdate();
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}
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