Ejemplo n.º 1
0
    void Tooltip::updateSelf(float elapsed)
    {
        // base class processing.
        Window::updateSelf(elapsed);

        // do something based upon current Tooltip state.
        switch (d_state)
        {
        case Inactive:
            doInactiveState(elapsed);
            break;

        case Active:
            doActiveState(elapsed);
            break;

        case FadeIn:
            doFadeInState(elapsed);
            break;

        case FadeOut:
            doFadeOutState(elapsed);
            break;

        default:
            // This should never happen.
            Logger::getSingleton().logEvent("Tooltip (Name: " + getName() + "of Class: " + getType() + ") is in an unknown state.  Switching to Inactive state.", Errors);
            switchToInactiveState();
        }
    }
Ejemplo n.º 2
0
    void Tooltip::updateSelf(float elapsed)
    {
        // base class processing.
        Window::updateSelf(elapsed);

        // do something based upon current Tooltip state.
        if (d_active)
        {
            doActiveState(elapsed);
        }
        else
        {
            doInactiveState(elapsed);
        }
    }
Ejemplo n.º 3
0
bool FenwarBoss::update(float dt) 
{
	timeInState += dt;

	switch (state) 
	{
		case FenwarStates::INACTIVE:
			doInactiveState(dt);
			break;
		case FenwarStates::TERRAFORMING:
			doTerraformingState(dt);
			break;
		case FenwarStates::BATTLE:
			doBattleState(dt);
			break;
		case FenwarStates::STUNNED_AFTER_LOSING_ORBS:
			doStunnedState(dt);
			break;
		case FenwarStates::DROPPING_SPIDERS:
			doDroppingSpidersState(dt);
			break;
		case FenwarStates::RETURN_TO_ARENA:
			doReturnToArenaState(dt);
			break;
		case FenwarStates::NEAR_DEATH:
			if (doNearDeathState(dt)) return true;
			break;
	}

	if (flashing && smh->timePassedSince(timeStartedFlashing) > FLASHING_DURATION) flashing = false;

	orbManager->update(dt);
	bulletManager->update(dt);
	bombManager->update(dt);
	doCollision(dt);

	return false;
}