Exemple #1
0
static void move() {
  switch ( status ) {
  case TITLE:
    moveTitleMenu();
    moveBoss();
    moveFoes();
    moveBackground();
    break;
  case IN_GAME:
  case STAGE_CLEAR:
    moveShip();
    moveBoss();
    moveLasers();
    moveShots();
    moveFoes();
    moveFrags();
    moveBackground();
    break;
  case GAMEOVER:
    moveGameover();
    moveBoss();
    moveFoes();
    moveFrags();
    moveBackground();
    break;
  case PAUSE:
    movePause();
    break;
  }
  moveScreenShake();
}
Exemple #2
0
static void move() {
  switch ( status ) {
  case TITLE:
    moveTitleMenu();
    moveBackground();
    addBullets();
    moveFoes();
    break;
  case IN_GAME:
    moveBackground();
    addBullets();
    moveShots();
    moveShip();
    moveFoes();
    moveFrags();
    moveBonuses();
    break;
  case GAMEOVER:
    moveGameover();
    moveBackground();
    addBullets();
    moveShots();
    moveFoes();
    moveFrags();
    break;
  case STAGE_CLEAR:
    moveStageClear();
    moveBackground();
    moveShots();
    moveShip();
    moveFrags();
    moveBonuses();
    break;
  case PAUSE:
    movePause();
    break;
  }
}
Exemple #3
0
void RenderManager::update(uint deltaTimeInMillis) {
	// An inverse velocity of 0 would be infinitely fast, so we'll let 0 mean no velocity.
	if (_backgroundInverseVelocity != 0) {
		_accumulatedVelocityMilliseconds += deltaTimeInMillis;

		uint absVelocity = uint(abs(_backgroundInverseVelocity));

		int numberOfSteps = 0;
		while (_accumulatedVelocityMilliseconds >= absVelocity) {
			_accumulatedVelocityMilliseconds -= absVelocity;
			numberOfSteps++;
		}

		// Choose the direction of movement using the sign of the velocity
		moveBackground(_backgroundInverseVelocity < 0 ? -numberOfSteps : numberOfSteps);
	}
}
void Background::Update(float elapsedTime)
{
	// update the player position
	glm::vec2 moveBackground(0.5f, 0);
	m_sprite.Move(moveBackground);
}
Exemple #5
0
void RenderManager::setBackgroundImage(const Common::String &fileName) {
	readImageToSurface(fileName, _currentBackground);

	moveBackground(0);
}