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[carveJwlIkooP6JGAAIwe30JlM.git]
/
main.c
diff --git
a/main.c
b/main.c
index 266e080803cc4b50190e795b33eb39854151d0cd..c90a945622d62b46eb38cdaeaf22886999008343 100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-21,7
+21,7
@@
static int sv_scene = 0;
static int cl_ui = 1;
/* Components */
static int cl_ui = 1;
/* Components */
-
//
#define SR_NETWORKED
+#define SR_NETWORKED
/* uncomment this to run the game without any graphics being drawn */
//#define SR_NETWORK_TEST
/* uncomment this to run the game without any graphics being drawn */
//#define SR_NETWORK_TEST
@@
-88,6
+88,7
@@
vg_tex2d *texture_list[] =
int main( int argc, char *argv[] )
{
int main( int argc, char *argv[] )
{
+ highscores_init( 2000, 50 );
vg_init( argc, argv, "Voyager Game Engine" );
}
vg_init( argc, argv, "Voyager Game Engine" );
}
@@
-254,6
+255,9
@@
void vg_free(void)
vg_tex2d_free( texture_list, vg_list_size(texture_list) );
/* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
steam_end();
vg_tex2d_free( texture_list, vg_list_size(texture_list) );
/* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
steam_end();
+
+ highscores_serialize_all();
+ highscores_free();
}
void vg_update(void)
}
void vg_update(void)
@@
-330,7
+334,7
@@
static void render_main_game(void)
render_water_surface( vg_pv, player.camera );
vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
render_water_surface( vg_pv, player.camera );
vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
- render_world_gates( vg_pv, player.camera );
+ render_world_gates( vg_pv, player.
rb.co, player.
camera );
/* Copy the RGB of what we have into the background buffer */
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
/* Copy the RGB of what we have into the background buffer */
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
@@
-502,6
+506,7
@@
void vg_ui(void)
//glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
audio_debug_soundscapes();
//glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
audio_debug_soundscapes();
+ world_audio_debug();
#if 0
static double last_b_press = 0.0;
#if 0
static double last_b_press = 0.0;