removed frame debugging
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d3686f2855
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c6f86da6db
@ -121,10 +121,7 @@ WinValue Game::enterGameLoop(){ // returns when game is finished
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typedef chrono::high_resolution_clock::time_point MyTimePoint;
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typedef chrono::high_resolution_clock::time_point MyTimePoint;
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MyTimePoint fpsStartTime = {};
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MyTimePoint fpsStartTime = {};
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DEBUG_INSTR(MyTimePoint debugTime);
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while(window.isOpen()){
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while(window.isOpen()){
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DEBUG_INSTR(fflush(stdout));
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DEBUG_MSG("------------")
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MyTimePoint startTime = chrono::high_resolution_clock::now();
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MyTimePoint startTime = chrono::high_resolution_clock::now();
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if(fpsStartTime.time_since_epoch()==chrono::seconds(0)){
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if(fpsStartTime.time_since_epoch()==chrono::seconds(0)){
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@ -133,38 +130,26 @@ WinValue Game::enterGameLoop(){ // returns when game is finished
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pm->startFrame();
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pm->startFrame();
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START_TIMER()
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managePlayers();
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managePlayers();
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PRINT_TIMER("manage players")
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START_TIMER()
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if(manageInvaders()) { // if they went down
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if(manageInvaders()) { // if they went down
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if (invadersTouchPlayer())return WinValue::INVADERS;
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if (invadersTouchPlayer())return WinValue::INVADERS;
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tryAwakeGod();
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tryAwakeGod();
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}
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}
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PRINT_TIMER("manage invaders")
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START_TIMER()
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if(manageGod())return WinValue::PLAYERS;
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if(manageGod())return WinValue::PLAYERS;
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if(arePlayersDead())return WinValue::GOD;
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if(arePlayersDead())return WinValue::GOD;
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PRINT_TIMER("god")
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START_TIMER()
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moveMissiles();
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moveMissiles();
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remCollidingProjectiles();
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remCollidingProjectiles();
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moveTorpedos();
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moveTorpedos();
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remCollidingProjectiles();
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remCollidingProjectiles();
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PRINT_TIMER("self collisions")
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START_TIMER()
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checkMissilesAndPlayers();
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checkMissilesAndPlayers();
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if(checkTorpedosAndInvaders())return WinValue::PLAYERS;
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if(checkTorpedosAndInvaders())return WinValue::PLAYERS;
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PRINT_TIMER("collisions between entities")
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if(arePlayersDead())return WinValue::INVADERS;
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if(arePlayersDead())return WinValue::INVADERS;
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START_TIMER()
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displayAll(fps);
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displayAll(fps);
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PRINT_TIMER("display")
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pm->endFrame();
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pm->endFrame();
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