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author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-02-21 17:56:17 -0500 |
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committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2021-02-21 17:56:17 -0500 |
commit | 5df0d0616ee3996add0b14e0fb0becd6257d04a2 (patch) | |
tree | 19bf067462ea04abf500e0427d3daeb3a39434ee /src/effect_system.cpp | |
parent | ecbe17b582803aaeaa9ccee88a3d093ff93a6cd3 (diff) | |
download | tanetane-5df0d0616ee3996add0b14e0fb0becd6257d04a2.tar.gz tanetane-5df0d0616ee3996add0b14e0fb0becd6257d04a2.tar.bz2 tanetane-5df0d0616ee3996add0b14e0fb0becd6257d04a2.zip |
Added a debug console
Open it by pressing backtick, close it by hitting escape. Pressing backtick does not open it in release builds. Current shortcomings: opening it for the first time also types a backtick for some reason, but not on subsequent times. Also, it doesn't create a coroutine, so any script function that yields is going to fail. This also added a "is gameplay paused" flag to Game, which will be useful for adding a pause menu.
Diffstat (limited to 'src/effect_system.cpp')
-rw-r--r-- | src/effect_system.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/effect_system.cpp b/src/effect_system.cpp index 74fc8f3..aeccebb 100644 --- a/src/effect_system.cpp +++ b/src/effect_system.cpp | |||
@@ -1,6 +1,9 @@ | |||
1 | #include "effect_system.h" | 1 | #include "effect_system.h" |
2 | #include "game.h" | ||
2 | 3 | ||
3 | void EffectSystem::tick(double dt) { | 4 | void EffectSystem::tick(double dt) { |
5 | if (game_.isGameplayPaused()) return; | ||
6 | |||
4 | if (screenFade_ != screenFadeDest_) { | 7 | if (screenFade_ != screenFadeDest_) { |
5 | screenFadeThus_ += dt; | 8 | screenFadeThus_ += dt; |
6 | if (screenFadeThus_ >= screenFadeLength_) { | 9 | if (screenFadeThus_ >= screenFadeLength_) { |