Improve Survival Mode + others (#56)

* * Undo some of the changes done in the "* Work on survival mode." commit.
* TEST_SURVIVAL_MODE is now on by default.

* * Dying no longer crashes the game.

* * Death seems to work ok.

* * Improve some of the damage code.

* x

* work

* Fixed the Makefile (#54)

* * Finally fix the crack texture appearing to flicker/restart

* * Add VS2010 as an optional target.

Fix build with VS2010 (both windows_vs and xenon_vs).

* * Disable survival mode. Getting ready to merge now!

---------

Co-authored-by: Alexander Argentakis <38327951+MFDGaming@users.noreply.github.com>
This commit is contained in:
iProgramInCpp
2023-08-16 22:32:09 +03:00
committed by GitHub
parent 5e8119d279
commit 9a24abc603
63 changed files with 3599 additions and 184 deletions

View File

@@ -102,17 +102,21 @@ void Screen::keyPressed(int key)
updateTabButtonSelection();
#endif
}
for (auto textInput : m_textInputs)
for (int i = 0; i < int(m_textInputs.size()); i++)
{
TextInputBox* textInput = m_textInputs[i];
textInput->keyPressed(m_pMinecraft, key);
}
}
void Screen::charInput(char chr)
{
for (auto textInput : m_textInputs)
for (int i = 0; i < int(m_textInputs.size()); i++)
{
TextInputBox* textInput = m_textInputs[i];
textInput->charPressed(chr);
}
}
static const char* g_panoramaList[] =
@@ -226,9 +230,10 @@ void Screen::renderMenuBackground(float f)
void Screen::mouseClicked(int xPos, int yPos, int d) // d = clicked?
{
if (!d) return;
for (auto button : m_buttons)
for (int i = 0; i < int(m_buttons.size()); i++)
{
Button* button = m_buttons[i];
if (button->clicked(m_pMinecraft, xPos, yPos))
{
m_pClickedButton = button;
@@ -239,8 +244,9 @@ void Screen::mouseClicked(int xPos, int yPos, int d) // d = clicked?
}
#ifndef ORIGINAL_CODE
for (auto textInput : m_textInputs)
for (int i = 0; i < int(m_textInputs.size()); i++)
{
TextInputBox* textInput = m_textInputs[i];
textInput->onClick(xPos, yPos);
}
#endif
@@ -259,14 +265,16 @@ void Screen::mouseReleased(int xPos, int yPos, int d)
void Screen::render(int xPos, int yPos, float unused)
{
for (auto button : m_buttons)
for (int i = 0; i < int(m_buttons.size()); i++)
{
Button* button = m_buttons[i];
button->render(m_pMinecraft, xPos, yPos);
}
#ifndef ORIGINAL_CODE
for (auto textInput : m_textInputs)
for (int i = 0; i < int(m_textInputs.size()); i++)
{
TextInputBox* textInput = m_textInputs[i];
textInput->tick();
textInput->render();
}