Beispiel #1
0
void RTSCamera::pointCameraAtNode(ISceneNode* selectednode)
{
   vector3df totarget = getPosition() - getTarget();
   setPosition(selectednode->getPosition() + (totarget.normalize() * 600));
   setTarget(selectednode->getPosition());
   updateAnimationState();
}
// function added by jox: fix setPosition()
void CCameraMayaSceneNode::setPosition(const core::vector3df& pos) 
{
	Pos = pos;
	updateAnimationState();

	ISceneNode::setPosition(pos); 
}
Beispiel #3
0
void RenderProgress::layoutParts()
{
    updatePartsState();
    if (m_valuePart)
        m_valuePart->layoutAsPart(valuePartRect());
    updateAnimationState();
}
void RenderProgress::updateFromElement()
{
    HTMLProgressElement* element = progressElement();
    if (m_position == element->position())
        return;
    m_position = element->position();

    updateAnimationState();
    RenderBlock::updateFromElement();
}
Beispiel #5
0
void LayoutProgress::updateFromElement() {
  HTMLProgressElement* element = progressElement();
  if (m_position == element->position())
    return;
  m_position = element->position();

  updateAnimationState();
  setShouldDoFullPaintInvalidation();
  LayoutBlockFlow::updateFromElement();
}
void RenderProgress::updateFromElement()
{
    HTMLProgressElement* element = progressElement();
    if (m_position == element->position())
        return;
    m_position = element->position();

    updateAnimationState();
    paintInvalidationForWholeRenderer();
    RenderBlockFlow::updateFromElement();
}
Beispiel #7
0
void GameScene::update(float dt)
{
	updateHero(dt);
	adaptPlayerPosition();
	updateAnimationState();
	
	m_flamesParticle->setPosition(ccpAdd(m_hero->getPosition(), ccp(-m_hero->getContentSize().width * 0.25f, -m_hero->getContentSize().height * 0.25f)));

	spawnEnemies(dt);	
	updateEnemies(dt);
	updateProjectiles(dt);	

	if (m_hp <= 0)
	{
		gameOver();
	}
	m_background->update();
	// Update Box2D world
	//world->Step(dt, 6, 3);

    // BOX2D TIP
    // Update objects from box2d coordinates here
}
// function added by jox: fix setTarget()
void CCameraMayaSceneNode::setTarget(const core::vector3df& pos) 
{
	Target = oldTarget = pos;
	updateAnimationState();
}
Beispiel #9
0
void SceneViewport::setAnimation(bool enabled)
{
    m_animate = enabled;
    updateAnimationState();
}
Beispiel #10
0
void RTSCamera::setTarget(const core::vector3df& pos)
{
   Target = oldTarget = pos;
   updateAnimationState();
}