void Enemy::updateEnemy(float delta) { if (getFaceDir() == F_RIGHT) { setFlippedX(true); } else { setFlippedX(false); } updatePeople(delta); onDieEnemy(); updateFireBullet(); }
/** * @brief Adds a person to the database. * Should not be called directly. * * @param People * @return bool */ bool DatabaseManager::insertNewPeople(People &people) { QSqlQuery l_query(m_db); // If a people with the same name exist, we update it // else we insert if(existPeople(people.name())) { Macaw::DEBUG("[DatabaseManager.insertNewPeople] Name already known"); People l_peopleToUpdate = getOnePeopleByName(people.name()); people.setId(l_peopleToUpdate.id()); if(!updatePeople(people)) { return false; } } else { l_query.prepare("INSERT INTO people (" "name, " "birthday, " "biography, " "imported, " "id_tmdb " ") VALUES (" ":name, " ":birthday, " ":biography, " ":imported, " ":id_tmdb " ")" ); l_query.bindValue(":name", people.name()); l_query.bindValue(":birthday", people.birthday().toString(DATE_FORMAT)); l_query.bindValue(":biography", people.biography()); l_query.bindValue(":imported", people.isImported()); l_query.bindValue(":id_tmdb", people.tmdbId()); if (!l_query.exec()) { Macaw::DEBUG("In insertNewPeople():"); Macaw::DEBUG(l_query.lastError().text()); return false; } people.setId(l_query.lastInsertId().toInt()); } return true; }
int SPQR_Game() { //initializeAllObjects(); int randomizer = 0; //Used for random timing of events inGame = 1; //The main game loop while (inGame) { /* All timers use the format: if (timerVar less than 'X' and not the same as last time) { do_something; } else if (more than 'X') { do_something_else; reset timerVar; } */ //Timer for updating money if (time(0) % 3 == 0 && moneyNotDone)//excecute every 3 seconds { updateMoney(); moneyNotDone = 0; } else if (time(0) % 3 != 0) { moneyNotDone = 1; } /*Counter for playing ambient sounds, and updating resources 60 BPM*/ if (economyCounter != economyCounterCheck) { checkThresholds(); updateResources(); calculatePopulation(); if (!(economyCounter % 5)) // every 5 cycles { updateHousing(); } economyCounterCheck = economyCounter; //playAmbientSound(); if (!(randomizer = rand() % 2)) { play_sample(ambientSound[rand() % NUMABIENTSOUNDS], 255, 127, 1000, 0); } } /*Counter for updating atributes of people 4 BPS*/ if (updateCounter < 100000 && updateCounterCheck != updateCounter) { updatePeople(); sortPeople(); updateCounterCheck = updateCounter; } else { updateCounter = 0; } /*Counter for animation of people 8 BPS*/ if (animateCounter < 100000 && animateCounterCheck != animateCounter) { animatePeople(); movePeople(); sortPeople(); calculatePercentages(); animateCounterCheck = animateCounter; } else { animateCounter = 0; } /*Main logic vs. visuals loop 60 BPS*/ if (speedCounterCheck == speedCounter) { } else if (speedCounter > 1) { speedCounter = 0; gameVisuals(); } else if (speedCounterCheck != speedCounter) { getInput(); speedCounterCheck = speedCounter; } } return 0; }