void Bullet::update() { checkBulletsObjectsCollision(); checkMapCollision(); if (!m_bDying) { move(); } else { doDyingAnimation(); } }
void RoofTurret::update() { if(!m_bDying) { // we want to scroll this object with the rest scroll(TheGame::Instance()->getScrollSpeed()); if(m_bulletCounter == m_bulletFiringSpeed) { TheBulletHandler::Instance()->addEnemyBullet(m_position.getX(), m_position.getY() + 20, 16, 16, "bullet2", 1, Vector2D(-3, 3)); TheBulletHandler::Instance()->addEnemyBullet(m_position.getX() + 20, m_position.getY() + 20, 16, 16, "bullet2", 1, Vector2D(0, 3)); TheBulletHandler::Instance()->addEnemyBullet(m_position.getX() + 40, m_position.getY() + 20, 16, 16, "bullet2", 1, Vector2D(3, 3)); m_bulletCounter = 0; } m_bulletCounter++; } else { scroll(TheGame::Instance()->getScrollSpeed()); doDyingAnimation(); } }