Refactoring. Client and server has Update Loop that runs before any game logic each frame.

This commit is contained in:
stiffly
2015-12-15 14:53:56 +01:00
parent 0a8a9e5099
commit 478c692315
8 changed files with 88 additions and 57 deletions
+14 -14
View File
@@ -2,20 +2,20 @@
void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, double dt)
{
//if (player["Forward"]) {
// ((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt) * -1;
//}
//if (player["Left"]) {
// ((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt) * -1;
//}
//if (player["Back"]) {
// ((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt);
//}
//if (player["Right"]) {
// ((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt);
//}
//ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
//(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
if (player["Forward"]) {
((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt) * -1;
}
if (player["Left"]) {
((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt) * -1;
}
if (player["Back"]) {
((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt);
}
if (player["Right"]) {
((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt);
}
ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
//m_EventBroker->Process<PlayerSystem>();