*/
#include "Game.h"
-#include "openal_wrapper.h"
#include "Animation/Animation.h"
-#include "Texture.h"
+#include "Audio/openal_wrapper.h"
+#include "Graphic/Texture.h"
+#include "Menu/Menu.h"
#include "Utils/Folders.h"
extern float screenwidth, screenheight;
extern int flashdelay;
extern int whichjointstartarray[26];
extern int whichjointendarray[26];
-extern int difficulty;
extern float slomospeed;
extern bool gamestarted;
LOGFUNC;
if (Game::endgame == 2) {
- Game::accountactive->endGame();
+ Account::active().endGame();
Game::endgame = 0;
}
- Account::saveFile(Folders::getUserDataPath()+"/users", Game::accountactive);
+ Account::saveFile(Folders::getUserDataPath()+"/users");
//textures.clear();
numchallengelevels = 14;
- accountactive = Account::loadFile(Folders::getUserDataPath()+"/users");
+ Account::loadFile(Folders::getUserDataPath()+"/users");
whichjointstartarray[0] = righthip;
whichjointendarray[0] = rightfoot;
newscreenwidth = screenwidth;
newscreenheight = screenheight;
- LoadMenu();
+ Menu::Load();
Animation::loadAll();
}
XYZ moveamount;
moveamount = 0;
moveamount.z = 2;
- // FIXME - Why this uses skeleton.num_joints and not Animation::numjoints? (are they equal?)
- // It seems skeleton.num_joints is 0 at this point, so this is useless.
- for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
+ // FIXME - Why this uses skeleton.joints.size() and not Animation::numjoints? (are they equal?)
+ // It seems skeleton.joints.size() is 0 at this point, so this is useless.
+ for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
for (j = 0; j < Animation::animations[knifesneakattackanim].frames.size(); j++) {
Animation::animations[knifesneakattackanim].frames[j].joints[i].position += moveamount;
}
LoadingScreen();
- for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
+ for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
for (j = 0; j < Animation::animations[knifesneakattackedanim].frames.size(); j++) {
Animation::animations[knifesneakattackedanim].frames[j].joints[i].position += moveamount;
}
LoadingScreen();
- for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
+ for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
Animation::animations[dead1anim].frames[1].joints[i].position = Animation::animations[dead1anim].frames[0].joints[i].position;
Animation::animations[dead2anim].frames[1].joints[i].position = Animation::animations[dead2anim].frames[0].joints[i].position;
Animation::animations[dead3anim].frames[1].joints[i].position = Animation::animations[dead3anim].frames[0].joints[i].position;
Animation::animations[dead3anim].frames[1].speed = 0.001;
Animation::animations[dead4anim].frames[1].speed = 0.001;
- for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
+ for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
for (j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
Animation::animations[swordsneakattackanim].frames[j].joints[i].position += moveamount;
}
LoadingScreen();
- for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
+ for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
for (j = 0; j < Animation::animations[swordsneakattackedanim].frames.size(); j++) {
Animation::animations[swordsneakattackedanim].frames[j].joints[i].position += moveamount;
}