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Adapted to new libraries, QTCreator file update
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vittorioromeo committed Apr 2, 2013
1 parent cf77782 commit 8f600ff
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Showing 3 changed files with 185 additions and 6 deletions.
180 changes: 180 additions & 0 deletions CMakeLists.txt.user.8bbbe49
@@ -0,0 +1,180 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE QtCreatorProject>
<!-- Written by QtCreator 2.7.0, 2013-03-30T10:44:13. -->
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10 changes: 4 additions & 6 deletions src/SSVOpenHexagon/Core/HGUpdate.cpp
Expand Up @@ -32,12 +32,10 @@ namespace hg
if(!getBlackAndWhite()) styleData.update(mFrameTime);
}
else setRotationSpeed(getRotationSpeed() * 0.99f);

if(get3D()) update3D(mFrameTime);
if(!getNoRotation()) updateRotation(mFrameTime);

inputMovement = 0; inputFocused = false;

if(status.mustRestart) changeLevel(restartId, restartFirstTime);
if(!status.scoreInvalid && getOfficial() && fpsWatcher.isLimitReached()) invalidateScore();

Expand Down Expand Up @@ -93,7 +91,7 @@ namespace hg
{
float pulseAdd{status.pulseDirection > 0 ? levelData.getPulseSpeed() : -levelData.getPulseSpeedR()};
float pulseLimit{status.pulseDirection > 0 ? levelData.getPulseMax() : levelData.getPulseMin()};

status.pulse += pulseAdd * mFrameTime;
if((status.pulseDirection > 0 && status.pulse >= pulseLimit) || (status.pulseDirection < 0 && status.pulse <= pulseLimit))
{
Expand All @@ -106,7 +104,7 @@ namespace hg

status.pulseDelay -= mFrameTime;
status.pulseDelayHalf -= mFrameTime;

float p{status.pulse / levelData.getPulseMin()};
float rotation{backgroundCamera.getRotation()};
backgroundCamera.setView({{0, 0}, {(getWidth() * getZoomFactor()) * p, (getHeight() * getZoomFactor()) * p}});
Expand Down Expand Up @@ -149,6 +147,6 @@ namespace hg
if(status.pulse3D > styleData.get3DPulseMax()) status.pulse3DDirection = -1;
else if(status.pulse3D < styleData.get3DPulseMin()) status.pulse3DDirection = 1;


}
}
1 change: 1 addition & 0 deletions src/SSVOpenHexagon/Core/HexagonGame.cpp
Expand Up @@ -23,6 +23,7 @@ namespace hg
initFlashEffect();

game.onUpdate += [&](float mFrameTime) { update(mFrameTime); };
game.onPostUpdate += [&]{ inputMovement = 0; inputFocused = false; };
game.onDraw += [&]{ draw(); };

using k = Keyboard::Key;
Expand Down

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