// ZZZ: split out from update_world()'s loop. static int update_world_elements_one_tick() { if (m1_solo_player_in_terminal()) { update_m1_solo_player_in_terminal(GameQueue); } else { L_Call_Idle(); update_lights(); update_medias(); update_platforms(); update_control_panels(); // don't put after update_players update_players(GameQueue, false); move_projectiles(); move_monsters(); update_effects(); recreate_objects(); handle_random_sound_image(); animate_scenery(); // LP additions: if (film_profile.animate_items) { animate_items(); } AnimTxtr_Update(); ChaseCam_Update(); motion_sensor_scan(); check_m1_exploration(); #if !defined(DISABLE_NETWORKING) update_net_game(); #endif // !defined(DISABLE_NETWORKING) } if(check_level_change()) { return kUpdateChangeLevel; } #if !defined(DISABLE_NETWORKING) if(game_is_over()) { return kUpdateGameOver; } #endif // !defined(DISABLE_NETWORKING) dynamic_world->tick_count+= 1; dynamic_world->game_information.game_time_remaining-= 1; return kUpdateNormalCompletion; }
void GameScene::update(float dt) { for (Entity* d : decorations_) { d->update(dt); } for (Entity* p : platforms_) { p->update(dt); } for (Entity* g : goalflags_) { g->update(dt); } update_effects(dt); for (Entity* c : collectibles_) { c->update(dt); sf::FloatRect bbox(c->collision_area()); if (!c->animation().hidden() && bbox.Intersects(player_.collision_area())) { explode(c,true); collectsnd_.Play(); } } update_player(dt); bool out_of_bounds = true; for (Entity* p : platforms_) { if (vector_magnitude( p->position() - player_.position()) < 1000) { out_of_bounds = false; } } if (out_of_bounds) { init_world(); } update_camera(dt); }