void FireRingDemo::updateScene(float dt) { mGfxStats->update(dt); gDInput->poll(); gCamera->update(dt, 0, 0); mPSys->update(dt); }
void SprinklerDemo::updateScene(float dt) { mGfxStats->update(dt); gDInput->poll(); gCamera->update(dt, 0, 0); mPSys->update(dt); }
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; }
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(); }