Example #1
0
void ActorBank::destroyActor(Actor& actor)
{
	if (m_currentActor == &actor)
	{
		m_currentActor = 0;
	}
	removeActor(actor);
	delete &actor;
}
Example #2
0
    void Actors::addActor (const MWWorld::Ptr& ptr)
    {
        // erase previous death events since we are currently only tracking them while in an active cell
        MWWorld::Class::get(ptr).getCreatureStats(ptr).clearHasDied();

        removeActor(ptr);

        MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr);
        mActors.insert(std::make_pair(ptr, new CharacterController(ptr, anim)));
    }
Example #3
0
/*
 * Actually commit the operation against our data structures
 */
void LevelManager::onPostMove(Moveable& obj, Position old) {
    auto actor = m_actorsID[obj.getID()];
    removeActor(old);
    addActor(actor);

    auto current = actor->getPosition();
    if (current != old) {
	runTriggers(actor, old);
    }
}
Example #4
0
	void Phy2dWorld::deleteSelectedActors()
	{
		for(int i=0, is=(int)m_editorSelectedActors.size(); i<is; i++)
		{
			if(removeActor(m_editorSelectedActors[i]))
			{
				delete m_editorSelectedActors[i];
			}
		}

		m_editorSelectedActors.clear();
	}
Example #5
0
 void Game::removeBlocks(Box2 const &box)
 {
     for (ActorIterator i = actors_.begin(); i != actors_.end(); ++i) {
         Actor *actor = &*i;
         if (isBlock(actor)) {
             BlockPhysicsComponent *physicsComponent = convert(actor->getPhysicsComponent());
             b2Vec2 position = physicsComponent->getBody()->GetPosition();
             if (box.containsPoint(Vector2(position.x, position.y))) {
                 int j = i - actors_.begin();
                 removeActor(actor);
                 i = actors_.begin() + j - 1;
             }
         }
     }
 }
Example #6
0
void
OutofcoreCloud::render (vtkRenderer* renderer)
{
  vtkSmartPointer<vtkCamera> active_camera = renderer->GetActiveCamera ();

  Scene *scene = Scene::instance ();
  Camera *camera = scene->getCamera (active_camera);

  if (render_camera_ != NULL && render_camera_->getName() == camera->getName ())
  {
    renderer->ComputeAspect ();
    //double *aspect = renderer->GetAspect ();
    int *size = renderer->GetSize ();

    OctreeDisk::BreadthFirstIterator breadth_first_it (*octree_);
    breadth_first_it.setMaxDepth(display_depth_);

    double frustum[24];
    camera->getFrustum(frustum);

    Eigen::Vector3d eye = camera->getPosition();
    Eigen::Matrix4d view_projection_matrix = camera->getViewProjectionMatrix();
    //Eigen::Matrix4d view_projection_matrix = projection_matrix * model_view_matrix;//camera->getViewProjectionMatrix();

    cloud_actors_->RemoveAllItems ();

    while ( *breadth_first_it !=0 )
    {
      OctreeDiskNode *node = *breadth_first_it;

      Eigen::Vector3d min_bb, max_bb;
      node->getBoundingBox(min_bb, max_bb);

      // Frustum culling
      if (pcl::visualization::cullFrustum(frustum, min_bb, max_bb) == pcl::visualization::PCL_OUTSIDE_FRUSTUM)
      {
        breadth_first_it.skipChildVoxels();
        breadth_first_it++;
        continue;
      }

      // Bounding box lod projection
      float coverage = pcl::visualization::viewScreenArea(eye, min_bb, max_bb, view_projection_matrix, size[0], size[1]);
      if (coverage <= lod_pixel_threshold_)
      {
        breadth_first_it.skipChildVoxels();
      }

//      for (int i=0; i < node->getDepth(); i++)
//        std::cout << " ";
//      std::cout << coverage << "-" << pcd_file << endl;//" : " << (coverage > (size[0] * size[1])) << endl;

      std::string pcd_file = node->getPCDFilename ().string ();

      cloud_data_cache_mutex.lock();

      PcdQueueItem pcd_queue_item(pcd_file, coverage);

      // If we can lock the queue add another item
      if (pcd_queue_mutex.try_lock())
      {
        pcd_queue.push(pcd_queue_item);
        pcd_queue_mutex.unlock();
      }

      if (cloud_data_cache.hasKey(pcd_file))
      {
        //std::cout << "Has Key for: " << pcd_file << std::endl;
        if (cloud_actors_map_.find (pcd_file) == cloud_actors_map_.end ())
        {

          vtkSmartPointer<vtkActor> cloud_actor = vtkSmartPointer<vtkActor>::New ();
          CloudDataCacheItem *cloud_data_cache_item = &cloud_data_cache.get(pcd_file);

#if VTK_RENDERING_BACKEND_OPENGL_VERSION < 2
          vtkSmartPointer<vtkVertexBufferObjectMapper> mapper = vtkSmartPointer<vtkVertexBufferObjectMapper>::New ();
          mapper->SetInput (cloud_data_cache_item->item);
#else
          vtkSmartPointer<vtkDataSetMapper> mapper = vtkSmartPointer<vtkDataSetMapper>::New ();
          // Usually we choose between SetInput and SetInputData based on VTK version. But OpenGL ≥ 2 automatically
          // means VTK version is ≥ 6.3
          mapper->SetInputData (cloud_data_cache_item->item);
#endif

          cloud_actor->SetMapper (mapper);
          cloud_actor->GetProperty ()->SetColor (0.0, 0.0, 1.0);
          cloud_actor->GetProperty ()->SetPointSize (1);
          cloud_actor->GetProperty ()->SetLighting (false);

          cloud_actors_map_[pcd_file] = cloud_actor;
        }

        if (!hasActor (cloud_actors_map_[pcd_file]))
        {
          points_loaded_ += cloud_actors_map_[pcd_file]->GetMapper ()->GetInput ()->GetNumberOfPoints ();
          data_loaded_ += cloud_actors_map_[pcd_file]->GetMapper ()->GetInput ()->GetActualMemorySize();
        }

        //std::cout << "Adding Actor: " << pcd_file << std::endl;

        cloud_actors_->AddItem (cloud_actors_map_[pcd_file]);
        addActor (cloud_actors_map_[pcd_file]);
      }

      cloud_data_cache_mutex.unlock();

      breadth_first_it++;
    }

    // We're done culling, notify the pcd_reader thread the queue is read
    pcd_queue_ready.notify_one();

    std::vector<vtkActor*> actors_to_remove;
    {
      actors_to_remove.clear ();
      actors_->InitTraversal ();
      for (vtkIdType i = 0; i < actors_->GetNumberOfItems (); i++)
      {
        vtkActor* actor = actors_->GetNextActor ();
        if (actor != voxel_actor_.GetPointer ())
        {
          bool actor_found = false;
          cloud_actors_->InitTraversal ();
          for (vtkIdType j = 0; j < cloud_actors_->GetNumberOfItems (); j++)
          {
            vtkActor* cloud_actor = cloud_actors_->GetNextActor ();
            if (actor == cloud_actor)
            {
              actor_found = true;
              break;
            }
          }

          if (!actor_found)
          {
            actors_to_remove.push_back (actor);
          }
        }
      }
    }

    for (size_t i = 0; i < actors_to_remove.size (); i++)
    {
      points_loaded_ -= actors_to_remove.back ()->GetMapper ()->GetInput ()->GetNumberOfPoints ();
      data_loaded_ -= actors_to_remove.back ()->GetMapper ()->GetInput ()->GetActualMemorySize();
      removeActor (actors_to_remove.back ());
      actors_to_remove.pop_back ();
    }
  }

  Object::render(renderer);
}
void Cross::update_semaphore()
{
    if(!accident)
    {
        if(frame%change_semaphore==0)
        {
            if(activo)
            {
                north->changeSemaphore(change_semaphore);
                south->changeSemaphore(change_semaphore);
                east->turnOff();
                west->turnOff();

            }else{
                east->changeSemaphore(change_semaphore);
                west->changeSemaphore(change_semaphore);
                north->turnOff();
                south->turnOff();
            }
            activo=!activo;
        }else{
            if(!crossing)
            {
                if(north->empty() && south->empty())
                {
                    east->changeSemaphore(change_semaphore);
                    west->changeSemaphore(change_semaphore);
                    north->turnOff();
                    south->turnOff();
                    activo=true;
                }else if(east->empty() && west->empty()){
                    north->changeSemaphore(change_semaphore);
                    south->changeSemaphore(change_semaphore);
                    east->turnOff();
                    west->turnOff();
                    activo=false;
                }
            }
        }
    }else{
        north->turnOff();
        south->turnOff();
        east->turnOff();
        west->turnOff();

        if(time_accident<0)
        {
            time_accident=0;
            accident=false;

            if(n1)
            {
                removeActor(cross_n_1);
                cross_n_1=NULL;
                n1=false;
            }
            if(n2)
            {
                removeActor(cross_n_2);
                cross_n_2=NULL;
                n2=false;
            }

            if(s1)
            {
                removeActor(cross_s_1);
                cross_s_1=NULL;
                s1=false;
            }
            if(s2)
            {
                removeActor(cross_s_2);
                cross_s_2=NULL;
                s2=false;
            }

            if(e1)
            {
                removeActor(cross_e_1);
                cross_e_1=NULL;
                e1=false;
            }
            if(e2)
            {
                removeActor(cross_e_2);
                cross_e_2=NULL;
                e2=false;
            }

            if(w1)
            {
                removeActor(cross_w_1);
                cross_w_1=NULL;
                w1=false;
            }
            if(w2)
            {
                removeActor(cross_w_2);
                cross_w_2=NULL;
                w2=false;
            }
            east->changeSemaphore(change_semaphore);
            west->changeSemaphore(change_semaphore);
            north->turnOff();
            south->turnOff();
            activo=true;
        }
        time_accident--;
    }
}
void Cross::cross_cars()
{
    if(!accident)
    {
        int segs;
        if(east->semaphore->isActivo())
        {
            // west - east
            if(!cross_e_1)
            {
                cross_e_1 = east->cola1->pop();
                if(cross_e_1){
                    segs = cross_e_1->setMoving();
                    cout<<"Segs: "<<segs<<endl;
                    if(!east->ableToCross(segs))cross_e_1->setVXY(segs-1);
                    addActor(cross_e_1);
                    cross_e_1->movingON();
                }
            }

            if(!cross_e_2)
            {
                cross_e_2 = east->cola2->pop();
                if(cross_e_2){
                    segs = cross_e_2->setMoving();
                    cout<<"Segs: "<<segs<<endl;
                    if(!east->ableToCross(segs))cross_e_2->setVXY(segs-1);
                    addActor(cross_e_2);
                    cross_e_2->movingON();
                }
            }

            //east - west
            if(!cross_w_1)
            {
                cross_w_1 = west->cola1->pop();
                if(cross_w_1){
                    segs = cross_w_1->setMoving();
                    cout<<"Segs: "<<segs<<endl;
                    if(!west->ableToCross(segs))cross_w_1->setVXY(segs-1);
                    addActor(cross_w_1);
                    cross_w_1->movingON();

                }
            }

            if(!cross_w_2)
            {
                cross_w_2 = west->cola2->pop();
                if(cross_w_2){
                    segs = cross_w_2->setMoving();
                    cout<<"Segs: "<<segs<<endl;
                    if(!west->ableToCross(segs))cross_w_2->setVXY(segs-1);
                    addActor(cross_w_2);
                    cross_w_2->movingON();
                }
            }
        }else{
            //Bus puede cruzar en rojo
            int can_Cross;
            //east
            if(!cross_e_1)
            {
                cross_e_1 = east->cola1->first();
                if(cross_e_1!=NULL && cross_e_1->type == BUS &&
                        !cross_e_1->checked)
                {
                    cross_e_1->checked=true;
                    //srand(time(NULL));
                    can_Cross = rand()%11;
                    cout<<"puede cruzar: "<<crossInRed[can_Cross]<<endl;
                    if(crossInRed[can_Cross])
                    {
                        cross_e_1 = east->cola1->pop();
                        segs = cross_e_1->setMoving();
                        cout<<"Segs: "<<segs<<endl;
                        addActor(cross_e_1);
                        cross_e_1->movingON();

                        checkColisions(east,cross_e_1,&e1,cross_n_1,&n1,cross_n_2,&n2,cross_s_1,&s1,cross_s_2,&s2);
                    }else{
                        cross_e_1 = NULL;
                    }
                }else{
                    cross_e_1 = NULL;
                }
            }else{
                if(cross_e_1->type == BUS)
                    checkColisions(east,cross_e_1,&e1,cross_n_1,&n1,cross_n_2,&n2,cross_s_1,&s1,cross_s_2,&s2);
            }
            if(!cross_e_2)
            {
                cross_e_2 = east->cola2->first();
                if(cross_e_2!=NULL && cross_e_2->type == BUS &&
                        !cross_e_2->checked)
                {
                    cross_e_2->checked=true;
                    //srand(time(NULL));
                    can_Cross = rand()%11;
                    cout<<"puede cruzar: "<<crossInRed[can_Cross]<<endl;
                    if(crossInRed[can_Cross])
                    {
                        cross_e_2 = east->cola2->pop();
                        segs = cross_e_2->setMoving();
                        cout<<"Segs: "<<segs<<endl;
                        addActor(cross_e_2);
                        cross_e_2->movingON();

                        checkColisions(east,cross_e_2,&e2,cross_n_1,&n1,cross_n_2,&n2,cross_s_1,&s1,cross_s_2,&s2);
                    }else{
                        cross_e_2 = NULL;
                    }
                }else{
                    cross_e_2 = NULL;
                }
            }else{
                if(cross_e_2->type == BUS)
                    checkColisions(east,cross_e_2,&e2,cross_n_1,&n1,cross_n_2,&n2,cross_s_1,&s1,cross_s_2,&s2);
            }

            //west
            if(!cross_w_1)
            {
                cross_w_1 = west->cola1->first();
                if(cross_w_1!=NULL && cross_w_1->type == BUS &&
                        !cross_w_1->checked)
                {
                    cross_w_1->checked=true;
                    //srand(time(NULL));
                    can_Cross = rand()%11;
                    cout<<"puede cruzar: "<<crossInRed[can_Cross]<<endl;
                    if(crossInRed[can_Cross])
                    {
                        cross_w_1 = west->cola1->pop();
                        segs = cross_w_1->setMoving();
                        cout<<"Segs: "<<segs<<endl;
                        addActor(cross_w_1);
                        cross_w_1->movingON();

                        checkColisions(west,cross_w_1,&w1,cross_n_1,&n1,cross_n_2,&n2,cross_s_1,&s1,cross_s_2,&s2);
                    }else{
                        cross_w_1 = NULL;
                    }
                }else{
                    cross_w_1 = NULL;
                }
            }else{
                if(cross_w_1->type == BUS)
                    checkColisions(west,cross_w_1,&w1,cross_n_1,&n1,cross_n_2,&n2,cross_s_1,&s1,cross_s_2,&s2);
            }
            if(!cross_w_2)
            {
                cross_w_2 = west->cola2->first();
                if(cross_w_2!=NULL && cross_w_2->type == BUS &&
                        !cross_w_2->checked)
                {
                    cross_w_2->checked=true;
                    //srand(time(NULL));
                    can_Cross = rand()%11;
                    cout<<"puede cruzar: "<<crossInRed[can_Cross]<<endl;
                    if(crossInRed[can_Cross])
                    {
                        cross_w_2 = west->cola2->pop();
                        segs = cross_w_2->setMoving();
                        cout<<"Segs: "<<segs<<endl;
                        addActor(cross_w_2);
                        cross_w_2->movingON();

                        checkColisions(west,cross_w_2,&w2,cross_n_1,&n1,cross_n_2,&n2,cross_s_1,&s1,cross_s_2,&s2);
                    }else{
                        cross_w_2 = NULL;
                    }
                }else{
                    cross_w_2 = NULL;
                }
            }else{
                if(cross_w_2->type == BUS)
                    checkColisions(west,cross_w_2,&w2,cross_n_1,&n1,cross_n_2,&n2,cross_s_1,&s1,cross_s_2,&s2);
            }
        }

        if(north->semaphore->isActivo()){
            //south - north
            if(!cross_n_1)
            {
                cross_n_1 = north->cola1->pop();
                if(cross_n_1){
                    segs = cross_n_1->setMoving();
                    cout<<"Segs: "<<segs<<endl;
                    if(!north->ableToCross(segs))cross_n_1->setVXY(segs-1);
                    addActor(cross_n_1);
                    cross_n_1->movingON();
                }
            }

            if(!cross_n_2)
            {
                cross_n_2 = north->cola2->pop();
                if(cross_n_2){
                    segs = cross_n_2->setMoving();
                    cout<<"Segs: "<<segs<<endl;
                    if(!north->ableToCross(segs))cross_n_2->setVXY(segs-1);
                    addActor(cross_n_2);
                    cross_n_2->movingON();
                }
            }

            //north - south
            if(!cross_s_1)
            {
                cross_s_1 = south->cola1->pop();
                if(cross_s_1){
                    segs = cross_s_1->setMoving();
                    cout<<"Segs: "<<segs<<endl;
                    if(!south->ableToCross(segs))cross_s_1->setVXY(segs-1);
                    addActor(cross_s_1);
                    cross_s_1->movingON();
                }
            }

            if(!cross_s_2)
            {
                cross_s_2 = south->cola2->pop();
                if(cross_s_2){
                    segs = cross_s_2->setMoving();
                    cout<<"Segs: "<<segs<<endl;
                    if(!south->ableToCross(segs))cross_s_2->setVXY(segs-1);
                    addActor(cross_s_2);
                    cross_s_2->movingON();
                }
            }
        }else{
            //Bus puede cruzar en rojo 2
            int can_Cross;
            //north
            if(!cross_n_1)
            {
                cross_n_1 = north->cola1->first();
                if(cross_n_1!=NULL && cross_n_1->type == BUS &&
                        !cross_n_1->checked)
                {
                    cross_n_1->checked=true;
                    //srand(time(NULL));
                    can_Cross = rand()%11;
                    cout<<"puede cruzar: "<<crossInRed[can_Cross]<<endl;
                    if(crossInRed[can_Cross])
                    {
                        cross_n_1 = north->cola1->pop();
                        segs = cross_n_1->setMoving();
                        cout<<"Segs: "<<segs<<endl;
                        addActor(cross_n_1);
                        cross_n_1->movingON();

                        checkColisions(north,cross_n_1,&n1,cross_e_1,&e1,cross_e_2,&e2,cross_w_1,&w1,cross_w_2,&w2);
                    }else{
                        cross_n_1 = NULL;
                    }
                }else{
                    cross_n_1 = NULL;
                }
            }else{
                if(cross_n_1->type == BUS)
                    checkColisions(north,cross_n_1,&n1,cross_e_1,&e1,cross_e_2,&e2,cross_w_1,&w1,cross_w_2,&w2);
            }
            if(!cross_n_2)
            {
                cross_n_2 = north->cola2->first();
                if(cross_n_2!=NULL && cross_n_2->type == BUS &&
                        !cross_n_2->checked)
                {
                    cross_n_2->checked=true;
                    //srand(time(NULL));
                    can_Cross = rand()%11;
                    cout<<"puede cruzar: "<<crossInRed[can_Cross]<<endl;
                    if(crossInRed[can_Cross])
                    {
                        cross_n_2 = north->cola2->pop();
                        segs = cross_n_2->setMoving();
                        cout<<"Segs: "<<segs<<endl;
                        addActor(cross_n_2);
                        cross_n_2->movingON();

                        checkColisions(north,cross_n_2,&n2,cross_e_1,&e1,cross_e_2,&e2,cross_w_1,&w1,cross_w_2,&w2);
                    }else{
                        cross_n_2 = NULL;
                    }
                }else{
                    cross_n_2 = NULL;
                }
            }else{
                if(cross_n_2->type == BUS)
                    checkColisions(north,cross_n_2,&n2,cross_e_1,&e1,cross_e_2,&e2,cross_w_1,&w1,cross_w_2,&w2);
            }

            //south
            if(!cross_s_1)
            {
                cross_s_1 = south->cola1->first();
                if(cross_s_1!=NULL && cross_s_1->type == BUS &&
                        !cross_s_1->checked)
                {
                    cross_s_1->checked=true;
                    //srand(time(NULL));
                    can_Cross = rand()%11;
                    cout<<"puede cruzar: "<<crossInRed[can_Cross]<<endl;
                    if(crossInRed[can_Cross])
                    {
                        cross_s_1 = south->cola1->pop();
                        segs = cross_s_1->setMoving();
                        cout<<"Segs: "<<segs<<endl;
                        addActor(cross_s_1);
                        cross_s_1->movingON();

                        checkColisions(south,cross_s_1,&s1,cross_e_1,&e1,cross_e_2,&e2,cross_w_1,&w1,cross_w_2,&w2);
                    }else{
                        cross_s_1 = NULL;
                    }
                }else{
                    cross_s_1 = NULL;
                }
            }else{
                if(cross_s_1->type == BUS)
                    checkColisions(south,cross_s_1,&s1,cross_e_1,&e1,cross_e_2,&e2,cross_w_1,&w1,cross_w_2,&w2);
            }
            if(!cross_s_2)
            {
                cross_s_2 = south->cola2->first();
                if(cross_s_2!=NULL && cross_s_2->type == BUS &&
                        !cross_s_2->checked)
                {
                    cross_s_2->checked=true;
                    //srand(time(NULL));
                    can_Cross = rand()%11;
                    cout<<"puede cruzar: "<<crossInRed[can_Cross]<<endl;
                    if(crossInRed[can_Cross])
                    {
                        cross_s_2 = south->cola2->pop();
                        segs = cross_s_2->setMoving();
                        cout<<"Segs: "<<segs<<endl;
                        addActor(cross_s_2);
                        cross_s_2->movingON();

                        checkColisions(south,cross_s_2,&s2,cross_e_1,&e1,cross_e_2,&e2,cross_w_1,&w1,cross_w_2,&w2);
                    }else{
                        cross_s_2 = NULL;
                    }
                }else{
                    cross_s_2 = NULL;
                }
            }else{
                if(cross_s_2->type == BUS)
                    checkColisions(south,cross_s_2,&s2,cross_e_1,&e1,cross_e_2,&e2,cross_w_1,&w1,cross_w_2,&w2);
            }
        }
    }
    //east
    if(cross_e_1)
    {
        cross_e_1->logica();
        float x = cross_e_1->position().x();
        float xf = east->posPilas[0]->x();
        if(xf>x)
        {
            removeActor(cross_e_1);
//            cross_e_1->movingOFF();
            east->pila1->push(cross_e_1);
            cross_e_1=NULL;
        }
    }
    if(cross_e_2)
    {
        cross_e_2->logica();
        float x = cross_e_2->position().x();
        float xf = east->posPilas[1]->x();
        if(xf>x)
        {
            removeActor(cross_e_2);
//            cross_e_2->movingOFF();
            east->pila2->push(cross_e_2);
            cross_e_2=NULL;
        }
    }

    //west
    if(cross_w_1)
    {
        cross_w_1->logica();
        float x = cross_w_1->position().x();
        float xf = west->posPilas[0]->x();
        if(xf<x + cross_w_1->imagen->width())
        {
            removeActor(cross_w_1);
//            cross_w_1->movingOFF();
            west->pila1->push(cross_w_1);
            cross_w_1=NULL;
        }
    }
    if(cross_w_2)
    {
        cross_w_2->logica();
        float x = cross_w_2->position().x();
        float xf = west->posPilas[1]->x();
        if(xf<x + cross_w_2->imagen->width())
        {
            removeActor(cross_w_2);
//            cross_w_2->movingOFF();
            west->pila2->push(cross_w_2);
            cross_w_2=NULL;
        }
    }

    //north
    if(cross_n_1)
    {
        cross_n_1->logica();
        float y = cross_n_1->position().y();
        float yf = north->posPilas[0]->y();
        if(yf>y)
        {
            removeActor(cross_n_1);
//            cross_n_1->movingOFF();
            north->pila1->push(cross_n_1);
            cross_n_1=NULL;
        }
    }
    if(cross_n_2)
    {
        cross_n_2->logica();
        float y = cross_n_2->position().y();
        float yf = north->posPilas[1]->y();
        if(yf>y)
        {
            removeActor(cross_n_2);
//            cross_n_2->movingOFF();
            north->pila2->push(cross_n_2);
            cross_n_2=NULL;
        }
    }

    //south
    if(cross_s_1)
    {
        cross_s_1->logica();
        float y = cross_s_1->position().y();
        float yf = south->posPilas[0]->y();
        if(yf<y + cross_s_1->imagen->height())
        {
            removeActor(cross_s_1);
//            cross_s_1->movingOFF();
            south->pila1->push(cross_s_1);
            cross_s_1=NULL;
        }
    }
    if(cross_s_2)
    {
        cross_s_2->logica();
        float y = cross_s_2->position().y();
        float yf = south->posPilas[1]->y();
        if(yf<y + cross_s_2->imagen->height())
        {
            removeActor(cross_s_2);
//            cross_s_2->movingOFF();
            south->pila2->push(cross_s_2);
            cross_s_2=NULL;
        }
    }

    if(cross_e_1 || cross_e_2 ||
       cross_w_1 || cross_w_2 ||
       cross_n_1 || cross_n_2 ||
       cross_s_1 || cross_s_2)
    {
        crossing=true;
    }else{
        crossing=false;
    }
}
Example #9
0
void SceneManager::removeSelected() {
	removeActor(selectedActorId);
	setSelectedActor(-1);
}