Partly decoupled rendering from game data update. Graphics routines to draw/erase animations and labels are now invoked explicitly instead of being handled in the job list.
svn-id: r29561
This commit is contained in:
parent
7d984d1a67
commit
7731af9833
4 changed files with 62 additions and 60 deletions
|
@ -256,9 +256,9 @@ int Parallaction_ns::go() {
|
|||
|
||||
changeLocation(_location._name);
|
||||
|
||||
addJob(kJobEraseAnimations, (void*)1, kPriority20);
|
||||
// addJob(kJobEraseAnimations, (void*)1, kPriority20);
|
||||
_jRunScripts = addJob(kJobRunScripts, 0, kPriority15);
|
||||
addJob(kJobDisplayAnimations, 0, kPriority3);
|
||||
// addJob(kJobDisplayAnimations, 0, kPriority3);
|
||||
|
||||
runGame();
|
||||
|
||||
|
@ -444,17 +444,17 @@ void Parallaction_ns::changeCharacter(const char *name) {
|
|||
void Parallaction_ns::initJobs() {
|
||||
|
||||
static const JobFn jobs[] = {
|
||||
&Parallaction_ns::jobDisplayAnimations,
|
||||
&Parallaction_ns::jobEraseAnimations,
|
||||
0,
|
||||
0,
|
||||
&Parallaction_ns::jobDisplayDroppedItem,
|
||||
&Parallaction_ns::jobRemovePickedItem,
|
||||
&Parallaction_ns::jobRunScripts,
|
||||
&Parallaction_ns::jobWalk,
|
||||
&Parallaction_ns::jobDisplayLabel,
|
||||
&Parallaction_ns::jobEraseLabel,
|
||||
&Parallaction_ns::jobWaitRemoveJob,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
&Parallaction_ns::jobToggleDoor,
|
||||
&Parallaction_ns::jobShowInventory,
|
||||
0,
|
||||
&Parallaction_ns::jobHideInventory
|
||||
};
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue