end
# Events
- for event in turn.events do
- event.client_react(display, turn)
-
- if event isa ExplosionEvent then
- var pos = event.pos.to_screen(camera)
- display.blit_centered(assets.drawing.explosion, pos.x, pos.y)
- else if event isa OpenFireEvent then
- var tank = event.tank
- var screen_pos = tank.pos.to_screen(camera)
- display.blit_rotated(assets.drawing.turret_firing, screen_pos.x, screen_pos.y, tank.turret.heading)
-
- if tank.pos.dist2(camera.center(display)) < far_dist2 then
- assets.turret_fire.play
- end
- else if event isa TurretReadyEvent then
- if event.tank.pos.dist2(camera.center(display)) < far_dist2 then
- assets.turret_ready.play
- end
- end
- end
+ for event in turn.events do event.client_react(display, turn)
# Gather and show some performance stats!
sys.perfs["draw"].add clock.lapse