//-------------------------------------------------------------------------------------
bool Game::frameRenderingQueued(const FrameEvent &evt)
{
+ if(!processUnbufferedInput(evt))
+ {
+
+ cerr << "processUnbufferedInput == false\n";
+ return false;
+ }
+
+
moveCats(evt);
printStepsLeft();
printPlayerScore();
printTime();
+
gettimeofday(&curTime, NULL);
Real t = curTime.tv_sec - msgTime.tv_sec;
if (t > 2)
for (currentCat = firstCat; currentCat != NULL; currentCat = currentCat->next)
currentCat->as->addTime(evt.timeSinceLastFrame);
- if(!processUnbufferedInput(evt))
- {
-
- cerr << "processUnbufferedInput == false\n";
- return false;
- }
+
// write my position and orientation to use by sending thread
gettimeofday(&newScore.timestamp, NULL);
score.push_back(newScore);
- if (playerB->PunchesReceived >= 10)
+ if (playerB->PunchesReceived >= 10 && localPlayer->PunchesDoneAck >= 10 &&
+ localPlayer->HandshakesDoneAck >= 10 &&
+ localPlayer->RPSDoneAck >= 10 &&
+ localPlayer->WavesDoneAck >= 10)
playerB->dead = true;
for (current = localPlayer; current != NULL; current = current->next)
{
- if (current != player && pos.distance(current->playerNode->_getDerivedPosition()) < 60)
+ if (current != player && pos.distance(current->playerNode->_getDerivedPosition()) < 50)
return 1;
}