forked from Hartmut/paradiso
Update the scrolling speed in each update function
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parent
ccd0697ab3
commit
c82dcc9081
1 changed files with 6 additions and 10 deletions
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@ -81,6 +81,8 @@ struct Background {
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}
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}
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void update() {
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void update() {
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scrolling_speed *= SCROLLING_SPEED_INC_FACTOR;
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for (auto& sprite : sprites) {
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for (auto& sprite : sprites) {
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sprite.pivot.x() -= scrolling_speed;
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sprite.pivot.x() -= scrolling_speed;
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if (sprite.pivot.x() <= -2.0f) {
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if (sprite.pivot.x() <= -2.0f) {
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@ -139,6 +141,8 @@ struct Ground {
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}
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}
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void update() {
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void update() {
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scrolling_speed *= SCROLLING_SPEED_INC_FACTOR;
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for (auto& sprite : sprites) {
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for (auto& sprite : sprites) {
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sprite.pivot.x() -= scrolling_speed;
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sprite.pivot.x() -= scrolling_speed;
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if (sprite.pivot.x() <= -2.0f) {
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if (sprite.pivot.x() <= -2.0f) {
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@ -252,6 +256,8 @@ struct Rocks {
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}
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}
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void update() {
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void update() {
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scrolling_speed *= SCROLLING_SPEED_INC_FACTOR;
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top_sprite.pivot.x() -= scrolling_speed;
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top_sprite.pivot.x() -= scrolling_speed;
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bottom_sprite.pivot.x() -= scrolling_speed;
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bottom_sprite.pivot.x() -= scrolling_speed;
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@ -653,18 +659,11 @@ struct App {
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} else if (game_state == GameState::Playing) {
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} else if (game_state == GameState::Playing) {
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background.update();
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background.update();
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ground.update();
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ground.update();
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rocks1.update();
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rocks1.update();
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rocks2.update();
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rocks2.update();
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plane.update(window.keyboard_input());
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plane.update(window.keyboard_input());
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// @ToDo: Should we really do this here?
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background.scrolling_speed *= SCROLLING_SPEED_INC_FACTOR;
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ground.scrolling_speed *= SCROLLING_SPEED_INC_FACTOR;
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rocks1.scrolling_speed *= SCROLLING_SPEED_INC_FACTOR;
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rocks2.scrolling_speed *= SCROLLING_SPEED_INC_FACTOR;
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if (plane.aabb.is_colliding_with(rocks1.top_aabb) ||
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if (plane.aabb.is_colliding_with(rocks1.top_aabb) ||
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plane.aabb.is_colliding_with(rocks1.bottom_aabb) ||
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plane.aabb.is_colliding_with(rocks1.bottom_aabb) ||
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plane.aabb.is_colliding_with(rocks2.top_aabb) ||
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plane.aabb.is_colliding_with(rocks2.top_aabb) ||
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@ -693,12 +692,9 @@ struct App {
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context.clear();
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context.clear();
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background.draw(shader);
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background.draw(shader);
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plane.draw(shader);
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plane.draw(shader);
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rocks1.draw(shader);
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rocks1.draw(shader);
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rocks2.draw(shader);
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rocks2.draw(shader);
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ground.draw(shader);
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ground.draw(shader);
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// Kinda dumb that we check the game state here the second time but
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// Kinda dumb that we check the game state here the second time but
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