void SoundManager::update(float duration) { if(!mOutput->isInitialized()) return; updateSounds(duration); updateRegionSound(duration); }
void World::update(sf::Time dt) { // Scroll the world, reset player velocity mWorldView.move(0.f, mScrollSpeed * dt.asSeconds() * mScrollSpeedCompensation); FOREACH(Aircraft* a, mPlayerAircrafts) a->setVelocity(0.f, 0.f); // Setup commands to destroy entities, and guide missiles destroyEntitiesOutsideView(); guideMissiles(); // Forward commands to scene graph, adapt velocity (scrolling, diagonal correction) while (!mCommandQueue.isEmpty()) mSceneGraph.onCommand(mCommandQueue.pop(), dt); adaptPlayerVelocity(); // Collision detection and response (may destroy entities) handleCollisions(); // Remove aircrafts that were destroyed (World::removeWrecks() only destroys the entities, not the pointers in mPlayerAircraft) auto firstToRemove = std::remove_if(mPlayerAircrafts.begin(), mPlayerAircrafts.end(), std::mem_fn(&Aircraft::isMarkedForRemoval)); mPlayerAircrafts.erase(firstToRemove, mPlayerAircrafts.end()); // Remove all destroyed entities, create new ones mSceneGraph.removeWrecks(); spawnEnemies(); // Regular update step, adapt position (correct if outside view) mSceneGraph.update(dt, mCommandQueue); adaptPlayerPosition(); updateSounds(); }
void World::update(sf::Time dt) { // Scroll the world, reset player velocity mWorldView.move(0.f, mScrollSpeed * dt.asSeconds()); mPlayerAircraft->setVelocity(0.f, 0.f); // Setup commands to destroy entities, and guide missiles destroyEntitiesOutsideView(); guideMissiles(); // Forward commands to scene graph, adapt velocity (scrolling, diagonal correction) while (!mCommandQueue.isEmpty()) mSceneGraph.onCommand(mCommandQueue.pop(), dt); adaptPlayerVelocity(); // Collision detection and response (may destroy entities) handleCollisions(); // Remove all destroyed entities, create new ones mSceneGraph.removeWrecks(); spawnEnemies(); // Regular update step, adapt position (correct if outside view) mSceneGraph.update(dt, mCommandQueue); adaptPlayerPosition(); updateSounds(); }
void World::update(sf::Time dt) { /*FOREACH(PlayerBat* a, mPlayerBats) a->setVelocity(0.f, 0.f);*/ // Setup commands to destroy entities destroyEntitiesOutsideView(); // Forward commands to scene graph, adapt velocity (diagonal correction) while (!mCommandQueue.isEmpty()) mSceneGraph.onCommand(mCommandQueue.pop(), dt); adaptPlayerVelocity(); // Collision detection and response (may destroy entities) handleCollisions(); // Remove PlayerBats that were destroyed (World::removeWrecks() only destroys the entities, not the pointers in mPlayerBat) auto firstToRemove = std::remove_if(mPlayerBats.begin(), mPlayerBats.end(), std::mem_fn(&PlayerBat::isMarkedForRemoval)); mPlayerBats.erase(firstToRemove, mPlayerBats.end()); // Remove all destroyed entities mSceneGraph.removeWrecks(); // Regular update step, adapt position (correct if outside view) mSceneGraph.update(dt, mCommandQueue); adaptPlayerPosition(); updateSounds(); }
//---------------------------------------------------------------- bool TestScene2::onUpdate (float fTimeBetweenFrames) { updateCollitions(); updatePacManInput(); updateSounds(); return true; }
bool AdActor::display() { if (_active) { updateSounds(); } uint32 alpha; if (_alphaColor != 0) { alpha = _alphaColor; } else { alpha = _shadowable ? ((AdGame *)_gameRef)->_scene->getAlphaAt(_posX, _posY, true) : 0xFFFFFFFF; } float scaleX, scaleY; getScale(&scaleX, &scaleY); float rotate; if (_rotatable) { if (_rotateValid) { rotate = _rotate; } else { rotate = ((AdGame *)_gameRef)->_scene->getRotationAt(_posX, _posY) + _relativeRotate; } } else { rotate = 0.0f; } if (_active) { displaySpriteAttachments(true); } if (_currentSprite && _active) { bool reg = _registrable; if (_ignoreItems && ((AdGame *)_gameRef)->_selectedItem) { reg = false; } _currentSprite->display(_posX, _posY, reg ? _registerAlias : nullptr, scaleX, scaleY, alpha, rotate, _blendMode); } if (_active) { displaySpriteAttachments(false); } if (_active && _partEmitter) { _partEmitter->display(); } return STATUS_OK; }
bool AdEntity::display() { if (_active) { updateSounds(); uint32 alpha; if (_alphaColor != 0) { alpha = _alphaColor; } else { alpha = _shadowable ? ((AdGame *)_gameRef)->_scene->getAlphaAt(_posX, _posY) : 0xFFFFFFFF; } float scaleX, scaleY; getScale(&scaleX, &scaleY); float rotate; if (_rotatable) { if (_rotateValid) { rotate = _rotate; } else { rotate = ((AdGame *)_gameRef)->_scene->getRotationAt(_posX, _posY) + _relativeRotate; } } else { rotate = 0.0f; } bool reg = _registrable; if (_ignoreItems && ((AdGame *)_gameRef)->_selectedItem) { reg = false; } if (_region && (reg || _editorAlwaysRegister)) { _gameRef->_renderer->addRectToList(new BaseActiveRect(_gameRef, _registerAlias, _region, _gameRef->_offsetX, _gameRef->_offsetY)); } displaySpriteAttachments(true); if (_theora && (_theora->isPlaying() || _theora->isPaused())) { _theora->display(alpha); } else if (_currentSprite) { _currentSprite->display(_posX, _posY, (reg || _editorAlwaysRegister) ? _registerAlias : nullptr, scaleX, scaleY, alpha, rotate, _blendMode); } displaySpriteAttachments(false); if (_partEmitter) { _partEmitter->display(_region); } } return STATUS_OK; }
int render::execute() { if (play) updateSounds(); checkBalls(); draw(); SDL_GL_SwapWindow(mainwindow); if (checkKeys() < 0) return -1; return 0; }
void SoundManager::update(float duration) { if(!mOutput->isInitialized()) return; if (MWBase::Environment::get().getStateManager()->getState()!= MWBase::StateManager::State_NoGame) { updateSounds(duration); updateRegionSound(duration); } }
void World::update(sf::Time dt) { while(!m_commandQueue.isEmpty()) m_sceneGraph.onCommand(m_commandQueue.pop(), dt); m_sceneGraph.removeWrecks(); m_physicWorld.Step(dt.asSeconds(), 8, 4); m_sceneGraph.update(dt, m_commandQueue); updateSounds(); }
void World::update(sf::Time dt) { // Reset player velocity mPlayer->setVelocity(0.f, 0.f); // Remove useless entities destroyEntitiesOutsideView(); // Update quadtree checkForCollision(); // Update Invaders command: Adapt Movements mInvaders.updateCommand(mCommandQueue); // Forward commands to scene graph while (!mCommandQueue.isEmpty()) mSceneGraph.onCommand(mCommandQueue.pop()); // Update Invasers: Control enemy fires, speed and check end of the game mInvaders.update(*mPlayer, mDeadLine, mIsGameEnded, mChangeSpeed); // Collision detection and response (may destroy entities) handleCollisions(); // Check if Player Dead if (mPlayerFactory.update(dt, mCommandQueue)) return; mBossFactory.update(dt); mSceneGraph.removeWrecks(); updateSpawns(); // Regular update step mSceneGraph.update(dt, mCommandQueue); // Adapt position (correct if outside view) adaptPlayerPosition(); updateSounds(); }
void World::update( sf::Time dt ) { mWorldView.move( 0.0f, mScrollSpeed * dt.asSeconds() * mScrollSpeedCompensation ); for ( Aircraft* a : mPlayerAircrafts ) { a->SetVelocity( 0.0f, 0.0f ); } destroyEntitiesOutsideView(); guideMissiles(); while ( !mCommandQueue.isEmpty() ) { mSceneGraph.OnCommand( mCommandQueue.pop(), dt ); } adaptPlayerVelocity(); handleCollisions(); // Remove aircrafts that were destroyed // (World::removeWrecks() only destroys the entities, // not the pointers in mPlayerAircrafts) auto firstToRemove = std::remove_if( mPlayerAircrafts.begin(), mPlayerAircrafts.end(), std::mem_fn( &Aircraft::IsMarkedForRemoval ) ); mPlayerAircrafts.erase( firstToRemove, mPlayerAircrafts.end() ); mSceneGraph.RemoveWrecks(); spawnEnemies(); mSceneGraph.Update( dt, mCommandQueue ); adaptPlayerPosition(); updateSounds(); }
void SoundManager::update() { updateListener(); updateSounds(); }
void Console::cmdListSounds(const CommandLine &cl) { updateSounds(); printList(_sounds, _maxSizeSounds); }
void Console::updateCaches() { updateVideos(); updateSounds(); }