void MiniDroid::activateUpdate() { MoveObject::updateMoveableWithCollision(MINI_DROID_BOUND_SIZE, true, 0, Default::createRectFromCenter); BulletManager::updateIfObjectIsShooted(this, KEY_DESTROYABLE); switch (_status) { case MINI_DROID_MOVE_X: if (!Default::checkIfPointInRect(getPosition() + D3DXVECTOR3((*_sprites)->getFrameSize().width * _scale.x, 0.0F, 0.0F), Camera::getViewPort())) { setVelo(MINI_DROID_MOVE_SPEED_Y); _status = MINI_DROID_MOVE_Y; } break; case MINI_DROID_MOVE_Y: if (this->_currentCollisEvents.size() > 0) { setVelo(MINI_DROID_MOVE_SPEED_X(-_scale.x)); _status = MINI_DROID_GO_OUT; } case MINI_DROID_GO_OUT: break; default: break; } }
void BaseCar::reset() { setVelo(_originVelo , true); resetFSM(); setPosition(_originPos); setTexture(_normalRes); _curRadius = R_OUTER; _trackState = TrackState::Normal; setRotation3D(Vec3(0 , 0 , _originAngle)); }
void RedSpreadBoom::shoot(D3DXVECTOR3 velocity, D3DXVECTOR3 startPoint, int ally, float scaleX) { _target = nullptr; setVelo(velocity); _position = startPoint; *_objectDefRect = Default::createRectFromCenter(_position, RED_SPREAD_BOUND_SIZE); _timeCounter = 0; managerProcessing(); }
void FireCircle::shoot(D3DXVECTOR3 velocity, D3DXVECTOR3 startPoint, int ally, float scaleX) { _seftGyrateAngle = 0; setVelo(velocity); _position = startPoint; *_objectDefRect = Default::createRectFromCenter(_position, BULLET_SIZE_FIRE_CIRCLE); managerProcessing(); }
bool BaseCar::init(std::string fileName , float originVelo, cocos2d::Vec2 originPos , int direction) { this->initWithFile(fileName); _normalRes = fileName; _originAngle = getRotation3D().z; _direction = direction; _originVelo = originVelo; _originPos = originPos; setVelo(originVelo , true); setPosition(originPos); initFSM(); return true; }
NPlayEvent::NPlayEvent(BeatType beatType) { setType(ME_TICK2); setVelo(127); switch (beatType) { case BeatType::DOWNBEAT: setType(ME_TICK1); break; case BeatType::SIMPLE_STRESSED: case BeatType::COMPOUND_STRESSED: // use defaults break; case BeatType::SIMPLE_UNSTRESSED: case BeatType::COMPOUND_UNSTRESSED: setVelo(80); break; case BeatType::COMPOUND_SUBBEAT: setVelo(25); break; case BeatType::SUBBEAT: setVelo(15); break; } }
void MiniDroid::activate() { Mobs::activate(); setVelo(MINI_DROID_MOVE_SPEED_X(_scale.x)); _status = MINI_DROID_MOVE_X; }
void BaseCar::difficultyUp() { setVelo(_normalVelo + 30 , true); }