Esempio n. 1
0
/*
 * Update all scene animations, calc positions and so on
 */
void scene::update(void)
{
  update_animations();
  update_hierarchy();
  update_renderlist();
  update_box();
}
Esempio n. 2
0
void handler() {
	process_keys();
	update_projectiles();
	update_animations();
	step_monsters();

	game.player.light->update_flicker();
	process_sight();
	draw_lights(game.fov_light, &game.map.block, game.map.lights);
	{
		lightsource *k = game.map.lights.head();
		for (; k; k = k->next()) {
			k->update_flicker();
			draw_light(game.fov_light, &game.map.block, k);
		}
	}

	u32 keys = keysHeld();
	u32 down = keysDown();
	touchPosition touch = touchReadXY();
	if (down & KEY_TOUCH && keys & KEY_R && touch.px != 0 && touch.py != 0) {
		luxel *l = torch.buf.luxat(torch.buf.scroll.x + touch.px/8, torch.buf.scroll.y + touch.py/8);
		iprintf("c:%d,%d,%d v:%d, low:%d\n", l->lr, l->lg, l->lb, l->lval, torch.get_low_luminance());
	}

	refresh(&game.map.block);

	if (game.player.hp <= 0) {
		playerdeath();
		game.player.clear();
		new_game();
	}

	if (game.cooldown <= 0) game.player.regenerate();

	statusbar();
}