Demos update
-fixed critical bug with demos switching -change multithreaded rendering method (now draw order is keeped even witch multithreading there is no popping) -added particle emitter components and systems (WIP) -bullets (laser) now sending EBullet event insead of EDamage which gives possibility to not destroy bullet if shooted entity is already killed
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4 changed files with 284 additions and 87 deletions
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@ -103,7 +103,7 @@ struct Launcher
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manager.update("clean");
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manager.end();
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foreach(system; manager.systems)
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foreach(ref system; manager.systems)
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{
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if(system.id != CountSystem.system_id && system.id != CleanSystem.system_id)system.disable();
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}
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@ -744,7 +744,9 @@ int main(int argc, char** argv)
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{
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import demos.simple;
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launcher.switchDemo(&simpleStart,&simpleLoop,&simpleEnd,&simpleEvent,&simpleTool,Simple.tips);
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import demos.space_invaders;
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launcher.switchDemo(&spaceInvadersStart,&spaceInvadersLoop,&spaceInvadersEnd,&spaceInvadersEvent,&spaceInvadersTool,SpaceInvaders.tips);
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// launcher.switchDemo(&simpleStart,&simpleLoop,&simpleEnd,&simpleEvent,&simpleTool,Simple.tips);
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}
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int key_num;
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