#define SR_NETWORKED
/* uncomment this to run the game without any graphics being drawn */
-#define SR_NETWORK_TEST
+//#define SR_NETWORK_TEST
#include "steam.h"
#include "network.h"
{
physics_test_start();
}
+
+ world_routes_ui_newseg( 0, 0.0f );
}
void vg_free(void)
render_update_lighting_ub();
}
+
+ static double last_b_press = 0.0;
+
+ double localtime = vg_time - last_b_press;
+
+ world_routes_ui_updatetime( 0, localtime );
+ world_routes_ui_draw( 0 );
+
+ if( glfwGetKey(vg_window,GLFW_KEY_B) )
+ world_routes_ui_notch( 0, localtime );
+
+ if( vg_time-last_b_press > 1.0 )
+ if( glfwGetKey(vg_window,GLFW_KEY_N) )
+ {
+ last_b_press = vg_time;
+ world_routes_ui_newseg( 0, localtime );
+ }
+
+ static double last_m_press;
+ if( vg_time-last_m_press > 1.0 )
+ if( glfwGetKey( vg_window, GLFW_KEY_M) )
+ {
+ last_m_press = vg_time;
+ world_routes_ui_popfirst(0);
+ }
}