Example #1
0
void CProjectile::Update(CTime elapsedTime)
{
    mShape.move(mVelocity * elapsedTime.asSeconds());
    
    if (!IsActive())
    {
        mDeathTime -= elapsedTime;
        if (mDeathTime <= CTime::Zero)
        {
            MarkAsDead();
        }
    }
}
Example #2
0
// =============================================================================
// CPullingSwing::Update
// -----------------------------------------------------------------------------
void CPullingSwing::Update(CTime elapsedTime)
{
    DetachIfAnchorIsNotValid();
    
    if (mAttached)
    {
        // Update the length since the player will be closer now
        mLength = GetDistanceToBob();
        
        // Detach the player if they are close enough
        if (mLength <= smDetachLength)
        {
            Detach();
        }
        else
        {
            // Make sure the players velocity is towards the origin
            CVector2f v = mBob->GetVelocity();
            CVector2f bobToOrigin = mOrigin - mBob->GetPosition();
            bobToOrigin.Normalise();
            v = v.GetComponentInDirection(bobToOrigin);
            
            // Accelerate the player towards the origin
            float timedInc = smPullSpeedIncrement * elapsedTime.asSeconds();
            CVector2f newV = v + (bobToOrigin * timedInc);
            
            // Clamp the new velocity
            if (newV.GetMagnitude() > smPullSpeedMax)
            {
                newV = bobToOrigin * smPullSpeedMax;
            }
            
            mBob->SetVelocity(newV);
        }
    }
}