bool Entity::update() { if (m_collider) { onCollide(m_collider); m_collider = 0; if (m_dead) return false; } // Concat parent's matrix to get render matrix m_transform->update(); m_renderMatrix = m_transform->m_matrix; // Do not concatenate parent matrix if there is no parent or the parent is the root if (m_parent != 0 && m_parent->m_parent != 0) { m_renderMatrix = m_parent->m_renderMatrix * m_renderMatrix; } return true; }
void BaseActor::collide(BaseActor* folder) { onCollide(folder); }