void prepare() { if (wave.dirty) { updateWave(); wave.dirty = false; } updateVisibility(); }
void prepare() { #ifdef RGSS2 if (wave.dirty) { updateWave(); wave.dirty = false; } #endif updateVisibility(); }
//-------------------------------------------------------------------------- // 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 ); } }
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; }
//-------------------------------------------------------------- void ofApp::update(){ updateWave(); }
void ViWaveBaseWidget::setWaveForm(ViWaveForm *form, ViAudioFormat format) { mForm = form; mFormat = format; updateWave(); }
Oscillator::Oscillator() : mCurrentPhase (0) { updateWave (SINE); updateFrequency (440); updatePhaseIncrement(); };