void Ship::updateCurrent(sf::Time dt, CommandQueue& commands) { // Entity has been destroyed if (isDestroyed()) { _isMarkedForRemoval = true; return; } // Check if bullets fired checkProjectileLaunch(dt, commands); // Update enemy movement pattern; apply velocity & friction Entity::updateCurrent(dt, commands); setVelocity((1-0.025)*getVelocity().x, (1-0.025)*getVelocity().y); // Ship is invulnerable after respawn if(_godmode) _invisTimer += dt; if(_invisTimer >= sf::seconds(3)) { _invisTimer = sf::Time::Zero; _godmode = 0; } }
void Aircraft::updateCurrent(sf::Time dt, CommandQueue& commands) { if (isDestroyed()) { checkPickupDrop(commands); mIsMarkedForRemoval = true; return; } checkProjectileLaunch(dt, commands); updateMovementPattern(dt); Entity::updateCurrent(dt, commands); updateText(); }
void Aircraft::updateCurrent(sf::Time dt, CommandQueue& commands) { // Entity has been destroyed: Possibly drop pickup, mark for removal if (isDestroyed()) { checkPickupDrop(commands); mIsMarkedForRemoval = true; return; } // Check if bullets or missiles are fired checkProjectileLaunch(dt, commands); // Update enemy movement pattern; apply velocity updateMovementPattern(dt); Entity::updateCurrent(dt, commands); // Update texts updateTexts(); }