Example #1
0
/**
 * \brief This function is called when the map is started and
 * the opening transition is finished.
 */
void Map::notify_opening_transition_finished() {

  visible_surface->set_opacity(255); // because the transition effect may have changed the opacity
  check_suspended();
  entities->notify_map_opening_transition_finished();
  get_lua_context().map_on_opening_transition_finished(*this, get_destination());
}
Example #2
0
/**
 * \brief Updates the animation and the position of each map elements, including the hero.
 */
void Map::update() {

  // detect whether the game has just been suspended or resumed
  check_suspended();

  // update the elements
  TilePattern::update();
  entities->update();
  get_lua_context().map_on_update(*this);
}
Example #3
0
/**
 * \brief Updates the animation and the position of each map elements, including the hero.
 */
void Map::update() {

  // detect whether the game has just been suspended or resumed
  check_suspended();

  // update the elements
  TilePattern::update();
  entities->update();
  get_lua_context().map_on_update(*this);
  camera->update();  // update the camera after the entities since this might
                     // be the last update() call for this map */
}