void Update ( ESContext *esContext, float deltaTime ) { globalAngle += (deltaTime/2); myCamera.Update(deltaTime); mySprite.Update(deltaTime); mySpriteLighted.Update(deltaTime); myFireEffect.Update(deltaTime); }
void LockBarrierBase::InitCell() { Game::Square *cell = Game::GetValidSquare(_pos.x, _pos.y); cell->Reset(); cell->SetStone(false); cell->ice = false; cell->SetFake(true); cell->SetWall(1); cell->GetChip().Reset(true); cell->barrierIndex = 1; _effectCont.KillAllEffects(); ParticleEffect* eff = _effectCont.AddEffect("LockLive"); eff->SetPos(FPoint(0.f, LockBarrierBase::YOffset_LOCK)); eff->Reset(); eff->Update(100.f); _effectCont.Update(0.f); }