Example #1
0
void FireRingDemo::updateScene(float dt)
{
	mGfxStats->update(dt);

	gDInput->poll();

	gCamera->update(dt, 0, 0);

	mPSys->update(dt);
}
Example #2
0
void SprinklerDemo::updateScene(float dt)
{
	mGfxStats->update(dt);

	gDInput->poll();

	gCamera->update(dt, 0, 0);

	mPSys->update(dt);
}
Example #3
0
void GunDemo::updateScene(float dt)
{
	mGfxStats->update(dt);

	gDInput->poll();

	gCamera->update(dt, 0, 0);

	mPSys->update(dt);

	// Can only fire once every tenth of a second.
	static float delay = 0.0f;
	if( gDInput->keyDown(DIK_SPACE) && delay <= 0.0f)
	{
		delay = 0.1f;
		mPSys->addParticle();
	}
	delay -= dt;
}
Example #4
0
void Update(float deltaTime)
{
	GetCamera().rebuildView();

	if (jumping)
		jumping = GetCamera().jump(GetTime().getGameTime());

	//cam.setPosY(mTerrain.getPosY(cam.getPos().x, cam.getPos().z));
	GetCamera().keyMsg(deltaTime);

	//Light rotation
	mLight.rot(GetTime().getGameTime(), deltaTime, GetCamera().getLook(), GetCamera().getPos());

	//Light attributes
	mLight.keyMsg(deltaTime);

	//Cube rotation
 	if (funRot)
	{
		if (newCube)
			mTowers.back().rotate(GetTime().getGameTime());
		else
			mTowers.front().rotate(GetTime().getGameTime());
	}

	if (GetAsyncKeyState('B') & 0x8000) 
	{
		if (newCube)
			mTowers.back().scaleTower(1.0f);
		else
			mTowers.front().scaleTower(1.0f);
	}
	if (GetAsyncKeyState('N') & 0x8000) 
	{
		if (newCube)
			mTowers.back().scaleTower(2.0f);
		else
			mTowers.front().scaleTower(2.0f);
	}
	if (GetAsyncKeyState('M') & 0x8000) 
	{
		if (newCube)
			mTowers.back().scaleTower(3.0f);
		else
			mTowers.front().scaleTower(3.0f);
	}

	if (GetAsyncKeyState('P') & 0x8000 && newCube)
		mTowers.back().move(GetCamera().getPos());

	if (GetAsyncKeyState('L') & 0x8000)
	{
		if (newCube)
			mTowers.back().setUV(deltaTime*0.1f, true);
		else
			mTowers.front().setUV(deltaTime*0.1f, true);
	}
	if (GetAsyncKeyState('K') & 0x8000)
	{
		if (newCube)
			mTowers.back().setUV(deltaTime*0.1f, false);
		else
			mTowers.front().setUV(deltaTime*0.1f, false);
	}

	fxU.setSpecial(GetCamera().getPos(), mLight, mLight.lightType);

	fire.setEyePos(GetCamera().getPos());
	fire.update(deltaTime, GetTime().getGameTime());

	rain.setEyePos(GetCamera().getPos());
	rain.setEmitPos(D3DXVECTOR3(GetCamera().getPos().x, GetCamera().getPos().y+50, GetCamera().getPos().z));
	rain.update(deltaTime, GetTime().getGameTime());

	for(int i = 0; i < mTowers.size(); i++)
		mTowers.at(i).Update(GetTime().getGameTime(), 3);

	//mCubes.at(0).WaypointMove(deltaTime, &land);

	for(int i = 0; i < mCubes.size(); i++)
		mCubes[i].update(deltaTime, &land);
	pWave->update();
}