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Merge pull request #169 from konstructs/fix-network-bug
Only do game logic when connected
2 parents e08a1c9 + f2a6d02 commit 6eebeec

1 file changed

Lines changed: 23 additions & 23 deletions

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src/main.cpp

Lines changed: 23 additions & 23 deletions
Original file line numberDiff line numberDiff line change
@@ -198,30 +198,30 @@ class Konstructs: public nanogui::Screen {
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if (client.is_connected()) {
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handle_network();
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handle_keys();
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handle_mouse();
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looking_at = player.looking_at(world, blocks);
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glClear(GL_DEPTH_BUFFER_BIT);
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for(auto model : model_factory.fetch_models()) {
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chunk_shader.add(model);
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}
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sky_shader.render(player, mSize.x(), mSize.y(), time_of_day());
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glClear(GL_DEPTH_BUFFER_BIT);
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int faces = chunk_shader.render(player, mSize.x(), mSize.y(),
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daylight(), time_of_day(), world, client);
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player_shader->render(player, mSize.x(), mSize.y(),
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daylight(), time_of_day());
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if(looking_at && !hud.get_interactive() && !menu_state) {
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selection_shader.render(player, mSize.x(), mSize.y(),
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looking_at->second.position);
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}
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//cout << "Faces: " << faces << " FPS: " << fps.fps << endl;
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glClear(GL_DEPTH_BUFFER_BIT);
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if(!hud.get_interactive() && !menu_state)
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crosshair_shader.render(mSize.x(), mSize.y());
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double mx, my;
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glfwGetCursorPos(mGLFWWindow, &mx, &my);
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hud_shader.render(mSize.x(), mSize.y(), mx, my, hud, blocks);
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}
202-
handle_mouse();
203-
looking_at = player.looking_at(world, blocks);
204-
glClear(GL_DEPTH_BUFFER_BIT);
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for(auto model : model_factory.fetch_models()) {
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chunk_shader.add(model);
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}
208-
sky_shader.render(player, mSize.x(), mSize.y(), time_of_day());
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glClear(GL_DEPTH_BUFFER_BIT);
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int faces = chunk_shader.render(player, mSize.x(), mSize.y(),
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daylight(), time_of_day(), world, client);
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player_shader->render(player, mSize.x(), mSize.y(),
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daylight(), time_of_day());
214-
if(looking_at && !hud.get_interactive() && !menu_state) {
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selection_shader.render(player, mSize.x(), mSize.y(),
216-
looking_at->second.position);
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}
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//cout << "Faces: " << faces << " FPS: " << fps.fps << endl;
219-
glClear(GL_DEPTH_BUFFER_BIT);
220-
if(!hud.get_interactive() && !menu_state)
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crosshair_shader.render(mSize.x(), mSize.y());
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double mx, my;
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glfwGetCursorPos(mGLFWWindow, &mx, &my);
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hud_shader.render(mSize.x(), mSize.y(), mx, my, hud, blocks);
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}
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private:

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