/** * \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()
/** * \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()