diff --git a/Animation.h b/Animation.h index 2f91428..7afce77 100644 --- a/Animation.h +++ b/Animation.h @@ -26,23 +26,23 @@ class Animation SDL_Rect& GetCurrentFrame() { current_frame += speed; - if(current_frame >= last_frame) - current_frame = 0; + if (current_frame >= last_frame) + { + current_frame = (loop) ? 0.0f : last_frame - 1; + loops++; + } return frames[(int)current_frame]; } - SDL_Rect& GetCurrentFrameNotCycling(int lastframe) + bool Finished() const { - if (current_frame < lastframe) { - current_frame += speed; - } - return frames[(int)current_frame]; + return loops > 0; } - void reset_currentFrame() { + void Reset() + { current_frame = 0; - frames[0]; } bool islastframe() { @@ -53,16 +53,6 @@ class Animation return false; } } - - bool Finished() const - { - return loops > 0; - } - - - - - }; #endif \ No newline at end of file diff --git a/Application.cpp b/Application.cpp index 40dd168..00f8a33 100644 --- a/Application.cpp +++ b/Application.cpp @@ -21,14 +21,14 @@ Application::Application() modules[2] = input = new ModuleInput(); modules[3] = textures = new ModuleTextures(); modules[4] = audio = new ModuleAudio(); - modules[12] = player = new ModulePlayer(); - modules[11] = particles = new ModuleParticles(); - modules[10] = enemy = new ModuleEnemy(); modules[8] = scene_MainMenu = new ModuleSceneMainMenu(); modules[9] = scene_choosePlayer = new ModuleSceneChoosePlayer(); modules[7] = scene_stage1 = new ModuleSceneStage1(); modules[6] = scene_stage2 = new ModuleSceneStage2(); modules[5] = scene_congrats = new ModuleSceneCongrats(); + modules[12] = player = new ModulePlayer(); + modules[11] = particles = new ModuleParticles(); + modules[10] = enemy = new ModuleEnemy(); modules[13] = fade = new ModuleFadeToBlack();//Must be after all scenes } @@ -51,7 +51,6 @@ bool Application::Init() player->Disable(); enemy->Disable(); - particles->Disable(); for(int i = 0; i < NUM_MODULES && ret == true; ++i) diff --git a/Module.h b/Module.h index bf335cf..bf1feea 100644 --- a/Module.h +++ b/Module.h @@ -1,8 +1,6 @@ #ifndef __MODULE_H__ #define __MODULE_H__ -#include "Globals.h" - class Module { private: @@ -11,12 +9,12 @@ class Module public: virtual ~Module() {} - virtual bool Init() { return true; } - virtual bool Start() { return true; } - virtual update_status PreUpdate() { return update_status::UPDATE_CONTINUE; } - virtual update_status Update() { return update_status::UPDATE_CONTINUE; } - virtual update_status PostUpdate() { return update_status::UPDATE_CONTINUE; } - virtual bool CleanUp() { return true; } + virtual bool Init() { return true; } + virtual bool Start() { return true; } + virtual update_status PreUpdate() { return update_status::UPDATE_CONTINUE; } + virtual update_status Update() { return update_status::UPDATE_CONTINUE; } + virtual update_status PostUpdate() { return update_status::UPDATE_CONTINUE; } + virtual bool CleanUp() { return true; } bool IsEnabled() const { return enabled; } @@ -31,7 +29,6 @@ class Module void Disable() { - // TODO 0: Call CleanUp() for disabling a module if (enabled == true) { enabled = false; diff --git a/ModuleInput.cpp b/ModuleInput.cpp index 12c25d1..7be6c5e 100644 --- a/ModuleInput.cpp +++ b/ModuleInput.cpp @@ -32,18 +32,29 @@ update_status ModuleInput::PreUpdate() { SDL_PumpEvents(); - keyboard = SDL_GetKeyboardState(NULL); + const Uint8* keys = SDL_GetKeyboardState(NULL); - if(keyboard[SDL_SCANCODE_ESCAPE]) - return update_status::UPDATE_STOP; - - while (SDL_PollEvent(&Events)) + for (int i = 0; i < MAX_KEYS; ++i) { - if (Events.type == SDL_QUIT) { - return update_status::UPDATE_STOP; + if (keys[i] == 1) + { + if (keyboard[i] == KEY_IDLE) + keyboard[i] = KEY_DOWN; + else + keyboard[i] = KEY_REPEAT; + } + else + { + if (keyboard[i] == KEY_REPEAT || keyboard[i] == KEY_DOWN) + keyboard[i] = KEY_UP; + else + keyboard[i] = KEY_IDLE; } } + if(keyboard[SDL_SCANCODE_ESCAPE]) + return update_status::UPDATE_STOP; + return update_status::UPDATE_CONTINUE; } diff --git a/ModuleInput.h b/ModuleInput.h index 7783c64..a900940 100644 --- a/ModuleInput.h +++ b/ModuleInput.h @@ -8,6 +8,16 @@ typedef unsigned char Uint8; +#define MAX_KEYS 300 + +enum KEY_STATE +{ + KEY_IDLE = 0, + KEY_DOWN, + KEY_REPEAT, + KEY_UP +}; + class ModuleInput : public Module { public: @@ -20,8 +30,7 @@ class ModuleInput : public Module bool CleanUp(); public: - const Uint8 *keyboard = nullptr; - SDL_Event Events; + KEY_STATE keyboard[MAX_KEYS]; }; #endif // __ModuleInput_H__ \ No newline at end of file diff --git a/ModuleParticles.cpp b/ModuleParticles.cpp index 965e409..c194e25 100644 --- a/ModuleParticles.cpp +++ b/ModuleParticles.cpp @@ -1,26 +1,19 @@ #include "Globals.h" #include "Application.h" #include "ModuleParticles.h" -#include "ModuleEnemy.h" -#include "ModulePlayer.h" -#include "ModuleInput.h" #include "ModuleAudio.h" -#include "SDL/include/SDL.h" #include "ModuleTextures.h" #include "ModuleRender.h" +#include "SDL/include/SDL.h" +#include "SDL/include/SDL_timer.h" + ModuleParticles::ModuleParticles() : Module() { for (uint i = 0; i < MAX_ACTIVE_PARTICLES; ++i) active[i] = nullptr; - - } -// Destructor - - - ModuleParticles::~ModuleParticles() {} // Called before render is available @@ -28,131 +21,65 @@ bool ModuleParticles::Start() { bool ret = true; - LOG("Loading player textures"); - shoot.common_fx = App->audio->LoadS("Assets/Audio Files/SFX in WAV/xmultipl-114.wav"); graphics = App->textures->Load("Assets/Player.png"); // arcade version shoot.anim.PushBack({ 64, 30, 17, 18}); - shoot.anim.speed = 0.1f; - return ret; -} + shoot.anim.loop = false; + shoot.anim.speed = 3.0f; -// Called every draw update -update_status ModuleParticles::Update() -{ - -player = App->player; - - - - - - start_time = (Uint32 *)SDL_GetTicks(); - - //Rectangle Movement - - if (App->input->keyboard[SDL_SCANCODE_SPACE] == 1) { - if (start_time - shooting_delay > 250) { - for (int i = 0; i < 10 && (start_time - shooting_delay > 250); ++i) { - if (shoot.bullet == nullptr) { - shooting_delay = start_time; - shoot.bullet = new SDL_Rect{ player->position.x + 15, player->position.y }; - App->audio->PlaySound(shoot.common_fx); - shoot.position.x = App->player->position.x; - shoot.position.y = App->player->position.y; - break; - } - } - } - } - /* - /* - //Check Collisions - for (int i = 0; i < 10; ++i) { - for (int j = 0; j < 30; ++j) { - if (bullets[i].bullet != nullptr && App->enemy->enemies[j].collision != nullptr) { - if (checkCollision(bullets[i].bullet, App->enemy->enemies[j].collision)) { - bullets[i].bullet = nullptr; - App->enemy->enemies[j].collision = nullptr; - break; - } - } - } - } - */ - for (int i = 0; i < 10; ++i) { - if (shoot.bullet != nullptr) { - if (shoot.position.x > SCREEN_WIDTH) { - shoot.bullet = nullptr; - } - else { - shoot.position.x += 2; - App->render->Blit(graphics, shoot.position.x, shoot.position.y - 15, shoot.bullet); - } - } - } - ; - return update_status::UPDATE_CONTINUE; + return ret; } -// Called before quitting +// Unload assets bool ModuleParticles::CleanUp() { - - for (int i = 0; i < 10; ++i) { - shoot.bullet = nullptr; - } - player = nullptr; - + LOG("Unloading particles"); App->textures->Unload(graphics); App->audio->UnloadS(shoot.common_fx); - return true; -} -bool ModuleParticles::checkCollision(SDL_Rect* bullet, SDL_Rect* enemy) { - //The sides of the rectangles - int leftA, leftB; - int rightA, rightB; - int topA, topB; - int bottomA, bottomB; - - //Calculate the sides of rect A - leftA = bullet->x; - rightA = bullet->x + bullet->w; - topA = bullet->y; - bottomA = bullet->y + bullet->h; - - //Calculate the sides of rect B - leftB = enemy->x; - rightB = enemy->x + enemy->w; - topB = enemy->y; - bottomB = enemy->y + enemy->h; - - //If any of the sides from A are outside of B - if (bottomA <= topB) + for (uint i = 0; i < MAX_ACTIVE_PARTICLES; ++i) { - return false; + if (active[i] != nullptr) + { + delete active[i]; + active[i] = nullptr; + } } - if (topA >= bottomB) - { - return false; - } + return true; +} - if (rightA <= leftB) +// Update: draw background +update_status ModuleParticles::Update() +{ + for (uint i = 0; i < MAX_ACTIVE_PARTICLES; ++i) { - return false; - } + Particle* p = active[i]; - if (leftA >= rightB) - { - return false; + if (p == nullptr) + continue; + + if (p->Update() == false) + { + delete p; + active[i] = nullptr; + } + else if (SDL_GetTicks() >= p->born) + { + App->render->Blit(graphics, p->position.x, p->position.y, &(p->anim.GetCurrentFrame())); + if (p->fx_played == false) + { + p->fx_played = true; + p->speed.x = 2; + App->audio->PlaySound(shoot.common_fx); + // Play particle fx here + } + } } - //If none of the sides from A are outside B - return true; + return UPDATE_CONTINUE; } void ModuleParticles::AddParticle(const Particle& particle, int x, int y, Uint32 delay) @@ -161,7 +88,7 @@ void ModuleParticles::AddParticle(const Particle& particle, int x, int y, Uint32 p->born = SDL_GetTicks() + delay; p->position.x = x; p->position.y = y; - + p->life = 1000; active[last_particle++] = p; } diff --git a/ModuleParticles.h b/ModuleParticles.h index 1992d53..c3159d5 100644 --- a/ModuleParticles.h +++ b/ModuleParticles.h @@ -14,20 +14,21 @@ struct SDL_Rect; struct SDL_Texture; struct Mix_Chunk; -typedef unsigned int Uint32; - struct Particle { SDL_Rect* bullet; - iPoint position; + Animation anim; uint fx = 0; + iPoint position; iPoint speed; Uint32 born = 0; Uint32 life = 0; bool fx_played = false; + Particle(); Particle(const Particle& p); bool Update(); + Mix_Chunk* common_fx = nullptr; }; @@ -42,19 +43,12 @@ class ModuleParticles : public Module bool Start(); update_status Update(); bool CleanUp(); - bool checkCollision(SDL_Rect* bullet, SDL_Rect* enemy); + void AddParticle(const Particle& particle, int x, int y, Uint32 delay = 0); public: - - ModulePlayer* player; - - - Uint32* start_time = 0; + Uint32 * start_time = 0; Uint32* shooting_delay; - -public: - Particle shoot; private: diff --git a/ModulePlayer.cpp b/ModulePlayer.cpp index 53358f5..bf24f5c 100644 --- a/ModulePlayer.cpp +++ b/ModulePlayer.cpp @@ -4,6 +4,7 @@ #include "ModuleInput.h" #include "ModuleRender.h" #include "ModulePlayer.h" +#include "ModuleParticles.h" #include "SDL/include/SDL.h" @@ -20,29 +21,36 @@ ModulePlayer::ModulePlayer() // idle animation (arcade sprite sheet) idle.PushBack({ 97, 0, 48, 16 }); + idle.loop = true; idle.speed = 0.1f; forward.PushBack({ 97, 0, 48, 16 }); + forward.loop = false; forward.speed = 0.1f; backward.PushBack({ 97, 0, 48, 16 }); + backward.loop = false; backward.speed = 0.1f; upward.PushBack({ 49 , 0 , 48 , 16 }); upward.PushBack({ 0, 0, 48 , 16 }); + upward.loop = false; upward.speed = 0.075f; upwardreturn.PushBack({ 49 , 0 , 48 , 16 }); upwardreturn.PushBack({ 97, 0, 48, 16 }); + upwardreturn.loop = false; upwardreturn.speed = 0.075f; downward.PushBack({ 145, 0, 48, 16 }); downward.PushBack({ 193, 0, 48, 16 }); + downward.loop = false; downward.speed = 0.075f; downwardreturn.PushBack({ 145, 0, 48, 16 }); downwardreturn.PushBack({ 97, 0, 48, 16 }); + downwardreturn.loop = false; downwardreturn.speed = 0.075f; current_animation = &idle; @@ -65,55 +73,52 @@ update_status ModulePlayer::Update() { int speed = 1; //position.x += speed; //uncomment when camera moves - if (App->input->keyboard[SDL_SCANCODE_D] == 1) + if (App->input->keyboard[SDL_SCANCODE_D] == KEY_STATE::KEY_REPEAT) { position.x += speed; } - if (App->input->keyboard[SDL_SCANCODE_A] == 1) + if (App->input->keyboard[SDL_SCANCODE_A] == KEY_STATE::KEY_REPEAT) { position.x -= speed; } - if (App->input->keyboard[SDL_SCANCODE_W] == 1) + if (App->input->keyboard[SDL_SCANCODE_W] == KEY_STATE::KEY_REPEAT) { position.y -= speed; current_animation = &upward; - r = current_animation->GetCurrentFrameNotCycling(1); - upwardreturn.reset_currentFrame(); } - else if (App->input->keyboard[SDL_SCANCODE_W] == 0) { + if (App->input->keyboard[SDL_SCANCODE_W] == KEY_STATE::KEY_UP) { if (current_animation == &upward || current_animation == &upwardreturn) { current_animation = &upwardreturn; - r = current_animation->GetCurrentFrameNotCycling(2); - upward.reset_currentFrame(); - if (current_animation->islastframe()) { - current_animation = &idle; - } + current_animation->Reset(); } } - if (App->input->keyboard[SDL_SCANCODE_S] == 1) + if (App->input->keyboard[SDL_SCANCODE_S] == KEY_STATE::KEY_REPEAT) { position.y += speed; current_animation = &downward; - r = current_animation->GetCurrentFrameNotCycling(1); - downwardreturn.reset_currentFrame(); } - else if (App->input->keyboard[SDL_SCANCODE_S] == 0) { + if (App->input->keyboard[SDL_SCANCODE_S] == KEY_STATE::KEY_UP) { if (current_animation == &downward || current_animation == &downwardreturn) { current_animation = &downwardreturn; - r = current_animation->GetCurrentFrameNotCycling(2); - downward.reset_currentFrame(); - if (current_animation->islastframe()) { - current_animation = &idle; - } + current_animation->Reset(); } } - if (current_animation == &idle) { - r = current_animation->GetCurrentFrame(); + if (App->input->keyboard[SDL_SCANCODE_SPACE] == KEY_STATE::KEY_DOWN) { + //if (start_time - SDL_GetTicks() > 250) { + //start_time = SDL_GetTicks(); + App->particles->AddParticle(App->particles->shoot, position.x+40, position.y-18); + //} } + if (App->input->keyboard[SDL_SCANCODE_S] == KEY_STATE::KEY_IDLE + && App->input->keyboard[SDL_SCANCODE_W] == KEY_STATE::KEY_IDLE && (downwardreturn.islastframe() && upwardreturn.islastframe())) + current_animation = &idle; + + r = current_animation->GetCurrentFrame(); + // Draw everything -------------------------------------- App->render->Blit(graphics, position.x, position.y - r.h, &r); @@ -127,4 +132,100 @@ bool ModulePlayer::CleanUp() position.x = 100; position.y = 130; return true; -} \ No newline at end of file +} + + +/* +start_time = (Uint32 *)SDL_GetTicks(); + +//Rectangle Movement + +if (App->input->keyboard[SDL_SCANCODE_SPACE] == 1) { +if (start_time - shooting_delay > 250) { +for (int i = 0; i < 10 && (start_time - shooting_delay > 250); ++i) { +if (shoot.bullet == nullptr) { +shooting_delay = start_time; +shoot.bullet = new SDL_Rect{ player->position.x + 15, player->position.y, shoot.anim.h }; +App->audio->PlaySound(shoot.common_fx); +shoot.position.x = App->player->position.x; +shoot.position.y = App->player->position.y; +break; +} +} +} +} +//Check Collisions +for (int i = 0; i < 10; ++i) { +for (int j = 0; j < 30; ++j) { +if (bullets[i].bullet != nullptr && App->enemy->enemies[j].collision != nullptr) { +if (checkCollision(bullets[i].bullet, App->enemy->enemies[j].collision)) { +bullets[i].bullet = nullptr; +App->enemy->enemies[j].collision = nullptr; +break; +} +} +} +} + +; +return update_status::UPDATE_CONTINUE; +} + +// Called before quitting +bool ModuleParticles::CleanUp() +{ + +for (int i = 0; i < 10; ++i) { +shoot.bullet = nullptr; +} +player = nullptr; + +App->textures->Unload(graphics); +App->audio->UnloadS(shoot.common_fx); +return true; +} + +bool ModuleParticles::checkCollision(SDL_Rect* bullet, SDL_Rect* enemy) { +//The sides of the rectangles +int leftA, leftB; +int rightA, rightB; +int topA, topB; +int bottomA, bottomB; + +//Calculate the sides of rect A +leftA = bullet->x; +rightA = bullet->x + bullet->w; +topA = bullet->y; +bottomA = bullet->y + bullet->h; + +//Calculate the sides of rect B +leftB = enemy->x; +rightB = enemy->x + enemy->w; +topB = enemy->y; +bottomB = enemy->y + enemy->h; + +//If any of the sides from A are outside of B +if (bottomA <= topB) +{ +return false; +} + +if (topA >= bottomB) +{ +return false; +} + +if (rightA <= leftB) +{ +return false; +} + +if (leftA >= rightB) +{ +return false; +} + +//If none of the sides from A are outside B +return true; +} +*/ \ No newline at end of file diff --git a/ModulePlayer.h b/ModulePlayer.h index dbb7f12..c6e1702 100644 --- a/ModulePlayer.h +++ b/ModulePlayer.h @@ -17,6 +17,7 @@ class ModulePlayer : public Module bool Start(); update_status Update(); bool CleanUp(); + //bool checkCollision(SDL_Rect* bullet, SDL_Rect* enemy); public: @@ -31,7 +32,7 @@ class ModulePlayer : public Module Animation* current_animation; SDL_Rect r; iPoint position; - + Uint32 start_time; }; #endif \ No newline at end of file diff --git a/ModuleRender.cpp b/ModuleRender.cpp index e25766c..287e690 100644 --- a/ModuleRender.cpp +++ b/ModuleRender.cpp @@ -53,16 +53,16 @@ update_status ModuleRender::Update() { int speed = 3; - if (App->input->keyboard[SDL_SCANCODE_UP] == 1) + if (App->input->keyboard[SDL_SCANCODE_UP] == KEY_STATE::KEY_REPEAT) camera.y += speed; - if (App->input->keyboard[SDL_SCANCODE_DOWN] == 1) + if (App->input->keyboard[SDL_SCANCODE_DOWN] == KEY_STATE::KEY_REPEAT) camera.y -= speed; - if (App->input->keyboard[SDL_SCANCODE_LEFT] == 1) + if (App->input->keyboard[SDL_SCANCODE_LEFT] == KEY_STATE::KEY_REPEAT) camera.x += speed; - if (App->input->keyboard[SDL_SCANCODE_RIGHT] == 1) + if (App->input->keyboard[SDL_SCANCODE_RIGHT] == KEY_STATE::KEY_REPEAT) camera.x -= speed; /* if(App->scene_stage1->IsEnabled() || App->scene_stage2->IsEnabled()) diff --git a/ModuleSceneKen.cpp b/ModuleSceneKen.cpp deleted file mode 100644 index c2a5da5..0000000 --- a/ModuleSceneKen.cpp +++ /dev/null @@ -1,105 +0,0 @@ -#include "Globals.h" -#include "Application.h" -#include "ModuleTextures.h" -#include "ModuleRender.h" -#include "ModulePlayer.h" -#include "ModuleInput.h" -#include "ModuleFadeToBlack.h" -#include "ModuleSceneMainMenu.h" -#include "ModuleSceneKen.h" - -// Reference at https://www.youtube.com/watch?v=OEhmUuehGOA - -ModuleSceneKen::ModuleSceneKen() -{ - // ground - ground.x = 8; - ground.y = 391; - ground.w = 896; - ground.h = 72; - - // foreground - foreground.x = 8; - foreground.y = 24; - foreground.w = 521; - foreground.h = 181; - - // Background / sky - background.x = 72; - background.y = 208; - background.w = 768; - background.h = 176; - - // flag animation - flag.PushBack({848, 208, 40, 40}); - flag.PushBack({848, 256, 40, 40}); - flag.PushBack({848, 304, 40, 40}); - flag.speed = 0.08f; - - // Girl Animation - girl.PushBack({624, 16, 32, 56}); - girl.PushBack({624, 80, 32, 56}); - girl.PushBack({624, 144, 32, 56}); - girl.speed = 0.05f; - - // for moving the foreground - foreground_pos = 0; - forward = true; -} - -ModuleSceneKen::~ModuleSceneKen() -{} - -// Load assets -bool ModuleSceneKen::Start() -{ - LOG("Loading ken scene"); - - graphics = App->textures->Load("ken_stage.png"); - - // TODO 1: Enable (and properly disable) the player module - - App->player->Enable(); - - return true; -} - -// UnLoad assets -bool ModuleSceneKen::CleanUp() -{ - LOG("Unloading ken scene"); - App->textures->Unload(graphics); - App->player->Disable(); - return true; -} - -// Update: draw background -update_status ModuleSceneKen::Update() -{ - // Calculate boat Y position ----------------------------- - if(foreground_pos < -6.0f) - forward = false; - else if(foreground_pos > 0.0f) - forward = true; - - if(forward) - foreground_pos -= 0.02f; - else - foreground_pos += 0.02f; - - // Draw everything -------------------------------------- - App->render->Blit(graphics, 0, 0, &background, 0.75f); // sea and sky - App->render->Blit(graphics, 560, 8, &(flag.GetCurrentFrame()), 0.75f); // flag animation - - App->render->Blit(graphics, 0, (int)foreground_pos, &foreground, 0.92f); - App->render->Blit(graphics, 192, 104 + (int)foreground_pos, &(girl.GetCurrentFrame()), 0.92f); // girl animation - - App->render->Blit(graphics, 0, 170, &ground); - - // TODO 2: make so pressing SPACE the MainMenu stage is loaded - if (App->input->keyboard[SDL_SCANCODE_SPACE] == 1) - { - //App->fade->FadeToBlack(App->scene_ken, App->scene_MainMenu, 1); - } - return UPDATE_CONTINUE; -} \ No newline at end of file diff --git a/ModuleSceneKen.h b/ModuleSceneKen.h deleted file mode 100644 index cfe5568..0000000 --- a/ModuleSceneKen.h +++ /dev/null @@ -1,33 +0,0 @@ -#ifndef __MODULESCENEKEN_H__ -#define __MODULESCENEKEN_H__ - -#include "Module.h" -#include "Animation.h" -#include "Globals.h" - -struct SDL_Texture; - -class ModuleSceneKen : public Module -{ -public: - ModuleSceneKen(); - ~ModuleSceneKen(); - - bool Start(); - update_status Update(); - bool CleanUp(); - -public: - - SDL_Texture* graphics = nullptr; - SDL_Rect ground; - SDL_Rect foreground; - SDL_Rect background; - Animation flag; - Animation girl; - - float foreground_pos; - bool forward; -}; - -#endif // __MODULESCENEKEN_H__ \ No newline at end of file diff --git a/ModuleSceneStage1.cpp b/ModuleSceneStage1.cpp index eb120be..03f6f90 100644 --- a/ModuleSceneStage1.cpp +++ b/ModuleSceneStage1.cpp @@ -38,14 +38,11 @@ bool ModuleSceneStage1::Start() App->player->Enable(); - App->enemy->Enable(); - - App->particles->Enable(); - + //App->enemy->Enable(); + graphics = App->textures->Load("Assets/TileMap1.png"); back = App->textures->Load("Assets/FirstLvlMap3.png"); - return ret; } @@ -58,8 +55,7 @@ bool ModuleSceneStage1::CleanUp() App->textures->Unload(graphics); App->textures->Unload(back); App->player->Disable(); - App->enemy->Disable(); - App->particles->Disable(); + //App->enemy->Disable(); App->render->camera.x = App->render->camera.y = 0; return ret; diff --git a/ModuleSceneStage2.cpp b/ModuleSceneStage2.cpp index 02d93ae..c3110ec 100644 --- a/ModuleSceneStage2.cpp +++ b/ModuleSceneStage2.cpp @@ -41,9 +41,7 @@ bool ModuleSceneStage2::Start() App->player->Enable(); - App->particles->Enable(); - - App->enemy->Enable(); + //App->enemy->Enable(); return ret; } @@ -59,9 +57,7 @@ bool ModuleSceneStage2::CleanUp() App->player->Disable(); - App->enemy->Disable(); - - App->particles->Disable(); + //App->enemy->Disable(); return ret; diff --git a/XMultiply.vcxproj b/XMultiply.vcxproj index 6ca236a..f87fa99 100644 --- a/XMultiply.vcxproj +++ b/XMultiply.vcxproj @@ -86,7 +86,6 @@ - @@ -107,7 +106,6 @@ - diff --git a/XMultiply.vcxproj.filters b/XMultiply.vcxproj.filters index 627fcac..8f0d5ff 100644 --- a/XMultiply.vcxproj.filters +++ b/XMultiply.vcxproj.filters @@ -43,9 +43,6 @@ Modules\Scenes - - Modules\Scenes - Modules\Scenes @@ -108,9 +105,6 @@ Modules\Scenes - - Modules\Scenes - Modules\Scenes