Beispiel #1
0
	void prepare()
	{
		if (wave.dirty)
		{
			updateWave();
			wave.dirty = false;
		}

		updateVisibility();
	}
Beispiel #2
0
	void prepare()
	{
#ifdef RGSS2
		if (wave.dirty)
		{
			updateWave();
			wave.dirty = false;
		}
#endif

		updateVisibility();
	}
Beispiel #3
0
//--------------------------------------------------------------------------
// Advance time
//--------------------------------------------------------------------------
void Splash::advanceTime(F32 dt)
{
   if (dt == 0.0)
      return;

   mElapsedTime += dt;

   updateColor();
   updateWave( dt );
   updateEmitters( dt );
   updateRings( dt );

   if( !mDead )
   {
      emitRings( dt );
   }
}
Beispiel #4
0
bool GameState::update(sf::Time dt)
{
	handleProjectiles();
	handleInfected();
	handleSurvivors();

	cleanupBloodSplatterAnimations();
	cleanupBloodSplatters(dt);
	setRandomMusicTrack();

	updateWave();

	if (survivors_.empty()) {
		requestStateClear();
		return false;
	}

	// Update Crosshair's Position
	crosshair_->setPosition(window_->mapPixelToCoords(sf::Mouse::getPosition(*window_)));

	scene_graph_.update(dt);

	return true;
}
Beispiel #5
0
//--------------------------------------------------------------
void ofApp::update(){
    updateWave();
}
Beispiel #6
0
void ViWaveBaseWidget::setWaveForm(ViWaveForm *form, ViAudioFormat format)
{
	mForm = form;
	mFormat = format;
	updateWave();
}
Beispiel #7
0
Oscillator::Oscillator() : mCurrentPhase (0)
{
    updateWave (SINE);
    updateFrequency (440);
    updatePhaseIncrement();
};