Fixed invisible enemies (for real this time).
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parent
da7b5f2d08
commit
cd169d9297
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@ -75,14 +75,15 @@ World::getCharacters(const Vector2f& position, float maxDistance) const {
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void
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World::step(int elapsed) {
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for (auto v = mDrawables.begin(); v != mDrawables.end(); v++) {
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for (auto it = v->second.begin(); it != v->second.end(); it++) {
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if ((*it)->getDelete()) {
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v->second.erase(it);
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it--;
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for (auto it = v->second.begin(); it != v->second.end(); ) {
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if ((*it)->getDelete() && (*it)->getCategory() != Character::CATEGORY_ACTOR)
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it = v->second.erase(it);
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else {
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// Don't run collision tests if sprite is not moving.
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if ((*it)->getSpeed() != Vector2f())
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applyMovement(*it, elapsed);
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it++;
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}
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// Don't run collision tests if sprite is not moving.
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else if ((*it)->getSpeed() != Vector2f())
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applyMovement(*it, elapsed);
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}
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}
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}
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@ -121,12 +122,13 @@ World::applyMovement(std::shared_ptr<Sprite> sprite, int elapsed) {
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void
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World::think(int elapsed) {
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for (auto it = mCharacters.begin(); it != mCharacters.end(); ) {
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if ((*it)->getDelete()) {
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mCharacters.erase(it);
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remove(*it);
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auto value = *it;
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if (value->getDelete()) {
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remove(value);
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it = mCharacters.erase(it);
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}
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else {
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(*it)->onThink(elapsed);
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value->onThink(elapsed);
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it++;
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}
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}
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@ -49,7 +49,7 @@ Character::~Character() {
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*/
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void
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Character::onDamage(int damage) {
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// Otherwise player might not respawn after death
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// Avoid calling onDeath twice, or reviving Character.
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if (mHealth <= 0)
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return;
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@ -72,8 +72,7 @@ Character::onDamage(int damage) {
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*/
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void
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Character::onThink(int elapsed) {
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if (mHealth <= 0)
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return;
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assert(mHealth >= 0);
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mActiveWeapon->onThink(elapsed);
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if (mLeftGadget)
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