void update() { Obstacle tmpObj = vehicle; tmpObj.moveObstacle(); //MapNode *location =currMap.getNode(tmpObj.getOrigin()); //MapNode *currLocation =currMap.getNode(vehicle.getOrigin()); if (processCollision(tmpObj)) //process collisions and damage taken { //make accomodations to ensure that vehicle.setSpeed(0); vehicle.moveObstacle(); } vehicle.moveObstacle(); translate(0,0,vehicle.getSpeed()); if(activeBeam) //do not respond to events when beam is activated-drop vehicle velocity to zero { vehicle.setSpeed( -vehicle.getSpeed()); return; } //if (speed>0) if ( vehicle.getSpeed()>0 ) vehicle.setSpeed(vehicle.getSpeed()-0.001f); else vehicle.setSpeed(0); //move the enemy player controller.advanceCharacter(); display(); }
void update() { Obstacle tmpObj = vehicle; tmpObj.moveObstacle(); //MapNode *location =currMap.getNode(tmpObj.getOrigin()); //MapNode *currLocation =currMap.getNode(vehicle.getOrigin()); if (processCollision(tmpObj)) //process collisions and damage taken { //make accomodations to ensure that vehicle.setSpeed(0); vehicle.moveObstacle(); } vehicle.moveObstacle(); translate(0,0,vehicle.getSpeed()); if(activeBeam) //do not respond to events when beam is activated-drop vehicle velocity to zero { vehicle.setSpeed( -vehicle.getSpeed()); return; } //if (speed>0) if ( vehicle.getSpeed()>0 ) vehicle.setSpeed(vehicle.getSpeed()-0.001f); else vehicle.setSpeed(0); //move the enemy player controller.advanceCharacter(); //if NPC is throwing snowball then handle it //create a snowball projectile if(npc.getCurrentState()==RELEASE_SNOWBALL) { Snowball *newSnowball = new Snowball( SNOWBALLID, npc.getOrigin(), //startPoint vehicle.getOrigin(),// endPoint npc.getSnowRadius(), snowballSpeed, //speed at which the snowball flies through the air minCoords, //the coords that the snowball will crash and dissolve maxCoords, snowballDamage, snowballGravity, snowballAirFriction, textures[FLOORID] ); projectiles.push_back(newSnowball); } //manage snowballs and the damage inflicted on the vehicle advanceProjectiles(); display(); }