//Sending the TURN message to the network. void turn_send(int8_t rotation){ uint8_t data; xQueueSend(turnQueue, ( void * )&rotation, 0); // put the rotation into the queue data = (uint8_t) rotation; send_new_packet(TURN, &data, EVERYBODY); // tell to the neighbors that the block turned addDirection(( 4 - rotation)); }
void FireProjectile::update(float timeElapsed) { // bullet tracer effect m_Duration -= timeElapsed; addDirection(m_Dx * timeElapsed, m_Dy * timeElapsed); m_CollisionBox.x = getPosition().x; m_CollisionBox.y = getPosition().y; if (m_Duration <= 0) { m_Destroy = true; } m_Light.setSize(glm::vec2(m_Size.x, m_Light.getSize().y)); m_Light.setLightPosition(getX(), getY(), m_Size.x / 2); m_Light.setPosition(getCenterX() - m_Light.getSize().x / 2, getCenterY() - m_Light.getSize().y / 2); }