void update_sprites(cpBody *body, void* unused) { cpShape *shape = (cpShape*)body->data; if(shape == NULL || shape->body == NULL || shape->data == NULL) return; SPRITES *sprite = (SPRITES*)shape->data; if(strcmp((char*)shape->data, "STICKMAN") == 0) update_stickman(); else if(strcmp(sprite->slabel, "AMEAN") == 0) update_ameans(sprite); else if(strcmp(sprite->slabel, "BRICK_WALL") == 0) update_brickwall(sprite); else if(strcmp(sprite->slabel, "CLAMP") == 0) update_clamp(sprite); else if(strcmp(sprite->slabel, "STEEL_WALL") == 0) update_steelwall(sprite); else if(strcmp(sprite->slabel, "FLYING_FIST") == 0) update_fist(sprite); else if(strcmp(sprite->slabel, "SPIKES") == 0) update_spikes(sprite); else if(strcmp(sprite->slabel, "RAW") == 0) update_raw(sprite); else if(strcmp(sprite->slabel, "PLANT") == 0) update_plant(sprite); }
void BS::Update(const DoubleData &d){ double p = d.value(); update_raw(p); }
void IndependentMvnSuf::Update(const VectorData &d){ update_raw(d.value()); }
void US::Update(const DoubleData &d) { update_raw(d.value()); }