Esempio n. 1
0
/**
 * \brief Do one iteration in the progression of the item.
 * \param elapsed_time Elapsed time since the last call.
 */
void rp::zeppelin::progress( bear::universe::time_type elapsed_time )
{
  super::progress( elapsed_time );

  if ( ! has_forced_movement() && ! game_variables::is_boss_level() && 
       ! game_variables::is_boss_transition() )
    create_default_movement();
} // zeppelin::progress()
Esempio n. 2
0
/**
 * \brief Apply the default movement of the item (forced_movement or
 *        acceleration and speed).
 * \param elapsed_time Elasped time since the last progress.
 */
void bear::universe::physical_item::default_move( time_type elapsed_time )
{
  if ( has_forced_movement() )
    m_forced_movement.next_position(elapsed_time);
  else
    {
      natural_forced_movement f;
      f.set_item( *this );
      f.init();
      f.next_position( elapsed_time );
    }
} // physical_item::default_move()