commit 8770bc56
Removed deltaTime for monster... we'll not need it soon.
Voided the projectile parameters until we have the sprites ready.
Changed files
| M | src/saland/Game.cpp before |
diff --git a/src/saland/Game.cpp b/src/saland/Game.cpp
index 1dd49bb..0e7c43f 100644
--- a/src/saland/Game.cpp
+++ b/src/saland/Game.cpp
@@ -230,6 +230,8 @@ static void DrawMonster(SDL_Renderer* target, sago::SagoSpriteHolder* sHolder, c
static void DrawProjectile(SDL_Renderer* target, sago::SagoSpriteHolder* sHolder, const Projectile *entity, float time, int offsetX, int offsetY, bool drawCollision) {
+ (void)sHolder;
+ (void)time;
if (drawCollision || true) {
circleRGBA(target,
entity->X - offsetX, entity->Y - offsetY, entity->Radius,
@@ -354,7 +356,7 @@ static void UpdateHuman(Human *entity, float fDeltaTime) {
entity->Y = place.y*pixel2unit;
}
-static void UpdateMonster(Monster *entity, float fDeltaTime) {
+static void UpdateMonster(Monster *entity) {
SetCreatureMovementEntity(entity, entity->moveX, entity->moveY);
b2Vec2 place = entity->body->GetPosition();
entity->X = place.x*pixel2unit;
@@ -399,7 +401,7 @@ void Game::Update() {
}
Monster* monster = dynamic_cast<Monster*> (entity.get());
if (monster) {
- UpdateMonster(monster, deltaTime);
+ UpdateMonster(monster);
}
}
auto& vp = data->placeables;