int main(){ initScreen(); lcdTest(); while(1){ fillBoard(); printBoard(); for (int i = 0; i < 1000; i++){ playerStep(); printBoard(); } } closeScreen(); }
void rScene5::update(float deltaTime) { pollEvents(); m_deltaTime = deltaTime; playerStep(); moveSpotlight(player->getX(), player->getY()); updatePotatoes(); updateEnemies(); updateBullets(); if (player->getX() > 928) message = "go:Scene6"; }
//----------------------------------------------------------------------- // u p d a t e A c t i o n //----------------------------------------------------------------------- void TKinematicCharacterTest::updateAction( btCollisionWorld* collisionWorld, btScalar deltaTime) { preStep ( collisionWorld); /* preStep functionality without penetration recovery */ /* m_touchingContact = false; m_currentPosition = m_ghostObject->getWorldTransform().getOrigin(); m_targetPosition = m_currentPosition; */ /* end preStep functionality */ playerStep (collisionWorld, deltaTime); }
int main(){ initScreen(); initSound(); initLedButtons(); lcdTest(); while(1){ fillBoard(); printBoard(); for (int i = 0; i < 100; i++){ setLeds((char)i); setFrequency(120*(i%20)); playerStep(); printBoard(); playSounds(); if (readButtons() & 0x01 > 0) break; } } closeLedButtons(); closeScreen(); closeSound(); }
///btActionInterface interface virtual void updateAction(btCollisionWorld* collisionWorld, btScalar deltaTime) { preStep(collisionWorld); playerStep(collisionWorld, deltaTime); }
void btKinematicController::updateAction( btCollisionWorld* collisionWorld, btScalar deltaTime) { preStep( collisionWorld ); playerStep( collisionWorld, deltaTime ); }