fix: lobby timer
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@@ -27,7 +27,7 @@ ClientGame::~ClientGame(){
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void ClientGame::tick(std::uint64_t delta){
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void ClientGame::tick(std::uint64_t delta){
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game::Game::tick(delta);
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game::Game::tick(delta);
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m_WorldRenderer.update();
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m_WorldRenderer.update();
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if (m_GameState == game::GameState::Lobby && m_Players.size() >= 2){
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if (m_GameState == game::GameState::Lobby && m_LobbyTime > 0){
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m_LobbyTime -= delta;
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m_LobbyTime -= delta;
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}
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}
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}
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}
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@@ -54,6 +54,7 @@ void Lobby::OnPlayerJoin(std::uint8_t playerID){
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if (m_Players.size() == 2){ // start timer if a second player join the match
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if (m_Players.size() == 2){ // start timer if a second player join the match
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m_StartTimerTime = utils::getTime();
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m_StartTimerTime = utils::getTime();
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m_Timer.reset();
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m_Timer.reset();
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sendTimeRemaining();
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}
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}
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}
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}
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@@ -205,7 +205,7 @@ void showTeamSelection(){
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void showLobbyProgress(){
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void showLobbyProgress(){
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const int timePassed = LOBBY_WAITING_TIME - client->getGame().getLobbyTime();
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const int timePassed = LOBBY_WAITING_TIME - client->getGame().getLobbyTime();
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const float progress = (float)timePassed / (float)(LOBBY_WAITING_TIME);
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const float progress = (float)timePassed / (float)(LOBBY_WAITING_TIME);
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if (progress > 0 && progress < 1 && client->getGame().getPlayers().size() >= 2){
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if (progress > 0 && progress < 1){
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ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f), std::string(std::to_string(client->getGame().getLobbyTime() / 1000) + "s").c_str());
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ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f), std::string(std::to_string(client->getGame().getLobbyTime() / 1000) + "s").c_str());
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ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
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ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
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ImGui::Text("Time Remaining");
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ImGui::Text("Time Remaining");
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