Add CMake build and cross-platform cleanup
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@@ -13,7 +13,7 @@ MainMenuLevel::~MainMenuLevel() {
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delete m_TextNewGame;
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delete m_TextExit;
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}
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void MainMenuLevel::Update(float elapsedSec) {
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void MainMenuLevel::Update(float) {
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}
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void MainMenuLevel::Draw() const {
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m_TextMotherload->Draw(Vector2f(200, 100));
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@@ -21,5 +21,5 @@ void MainMenuLevel::Draw() const {
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m_TextExit->Draw(Vector2f(200, 300));
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}
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void MainMenuLevel::MouseMove(const Vector2f& mousePos) {
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void MainMenuLevel::MouseMove(const Vector2f&) {
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}
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@@ -22,7 +22,7 @@ void Building::Draw() const {
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// temp.bottom += m_Position.y;
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// utils::DrawRect(temp);
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}
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void Building::Update(float dt, const Rectf& objectBoundingBox) {
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void Building::Update(float, const Rectf& objectBoundingBox) {
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if (IsObjectInHitbox(objectBoundingBox)) {
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Player* player = GameManager::GetInstance().GetPlayer();
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float speed = player->GetVelocity().Length();
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@@ -1,8 +1,9 @@
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#include "pch.h"
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#include "OrbitingObject.h"
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#include <cmath>
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#include <iostream>
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OrbitingObject::OrbitingObject(const Vector2f& orbit, float distance, float speed, Texture* texture, float offset): m_Texture(texture), m_Orbit(orbit), m_Speed(speed), m_Distance(distance), m_currentCycle(offset) {
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OrbitingObject::OrbitingObject(const Vector2f& orbit, float distance, float speed, Texture* texture, float offset): m_Texture(texture), m_Orbit(orbit), m_Distance(distance), m_Speed(speed), m_currentCycle(offset) {
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}
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void OrbitingObject::Update(float elapsedSecs) {
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m_Position = Vector2f(m_Orbit.x + cosf(m_currentCycle) * m_Distance, m_Orbit.y + sinf(m_currentCycle) * m_Distance);
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