fix warnings + cland-tidy
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@@ -16,6 +16,7 @@
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class WorldApply : public td::protocol::PacketHandler {
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private:
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td::game::World& m_World;
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using td::protocol::PacketHandler::Handle;
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public:
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WorldApply(td::game::World& a_World) : m_World(a_World) {}
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@@ -23,6 +24,7 @@ class WorldApply : public td::protocol::PacketHandler {
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void Handle(const td::protocol::packets::WorldHeaderPacket& a_Header) override {
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m_World.LoadMap(*a_Header);
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}
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void Handle(const td::protocol::packets::WorldDataPacket& a_Data) override {
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m_World.LoadMap(*a_Data);
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}
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@@ -7,7 +7,7 @@ namespace game {
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World::World() : m_CurrentState{.m_Teams{Team{TeamColor::Red}, Team{TeamColor::Blue}}}, m_NextState{.m_Teams{Team{TeamColor::Red}, Team{TeamColor::Blue}}} {}
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const Color* World::GetTileColor(TilePtr tile) const {
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const Color* World::GetTileColor(const TilePtr& tile) const {
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switch (tile->GetType()) {
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case TileType::Tower: {
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TowerTile* towerTile = dynamic_cast<TowerTile*>(tile.get());
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@@ -11,7 +11,7 @@ namespace render {
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namespace WorldLoader {
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const static int POSITION_VERTEX_SIZE = 3;
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const static int TEXTURE_VERTEX_SIZE = 2;
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// const static int TEXTURE_VERTEX_SIZE = 2;
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GL::VertexArray LoadWorldModel(const td::game::World* world) {
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std::vector<float> positions;
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@@ -173,7 +173,7 @@ GL::VertexArray LoadTileSelectModel() {
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return tileSelectVao;
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}
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RenderData LoadTowerModel(game::TowerPtr tower) {
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RenderData LoadTowerModel(const game::TowerPtr& tower) {
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RenderData renderData;
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float towerX, towerDX;
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@@ -6,7 +6,7 @@ namespace td {
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namespace render {
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EntityRenderer::EntityRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
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m_EntityVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadMobModel()));
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m_EntityVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadMobModel());
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m_Shader->Start();
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m_Shader->SetColorEffect({1, 0, 1});
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}
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@@ -109,7 +109,7 @@ unsigned int ShaderProgram::LoadShader(const std::string& source, GLenum type) {
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glCompileShader(shaderID);
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GLint compilesuccessful;
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glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compilesuccessful);
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if (compilesuccessful == false) {
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if (!compilesuccessful) {
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GLsizei size;
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glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &size);
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std::vector<char> shaderError(static_cast<std::size_t>(size));
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