Moved the clock check outside of the event loop
It caused the game to update only if events were received (Mouse movement, button press, etc)
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3 changed files with 7 additions and 7 deletions
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@ -18,7 +18,7 @@ This game is aimed to be a puzzle game in which the player sets different laws f
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- [ ] Entities
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- [x] Structure
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- [x] Parsing from XML
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- [ ] Moving
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- [x] Moving
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- [ ] Decorators (Rules)
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- [ ] Rules
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- [ ] Creation
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@ -51,12 +51,12 @@ void Game::runGame()
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{
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window.close();
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}
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}
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if (clock.getElapsedTime().asMilliseconds() >= 200)
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{
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currentLevel->runStep();
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clock.restart();
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}
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}
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window.clear(sf::Color::White);
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// TODO : Consider drawing in a sf::RenderTexture to allow positioning the level at a fixed position ?
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currentLevel->render(window);
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@ -7,7 +7,7 @@
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#include "Game.h"
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TEST(Setup,LevelSetup)
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TEST(Setup,GameSetup)
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{
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// TODO : Think about parsing from file ? Currently cumbersome and error-prone
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std::vector<std::string> textures = {"Head_Boy.png","Head_Significant_Boy.png","Building.png"};
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