Alvaro Cassinelli
/
skinGames_II
save loops
Diff: blobConfig.cpp
- Revision:
- 1:3be7b7d050f4
- Parent:
- 0:df6fdd9b99f0
--- a/blobConfig.cpp Tue Dec 02 04:39:15 2014 +0000 +++ b/blobConfig.cpp Tue Dec 02 08:29:59 2014 +0000 @@ -340,13 +340,13 @@ void blobConfig::allKill() { // this put all the blobs in "dead" mode, meaning that neither rendering nor update is done (but they are not deleted). for (int i=0; i<blobArray.size(); i++) { blobArray[i]->render = false; - blobArray[i]->standByMode = false; + blobArray[i]->standByMode = true; } } void blobConfig::allAlive() { for (int i=0; i<blobArray.size(); i++) { blobArray[i]->render = true; - blobArray[i]->standByMode = true; + blobArray[i]->standByMode = false; } } @@ -526,7 +526,8 @@ void blobConfig::sendConfData() { // For the time being, only "per blob" data sending: -// (b) Per-spot sending of data (note: both are NOT exclusive; so if we want just packaged data, we need to make all the spot STOP sending data. +// (b) Per-spot sending of data (note: both are NOT exclusive; so if we want just packaged data, +// we need to make all the spot STOP sending data. for (int i=0; i<blobArray.size(); i++) { if (blobArray[i]->render==true) blobArray[i]->sendData(); // a blob that is in stand-by mode may send data (good for testing with a fixed loop) }