//-------------------------------------------------------------- void testApp::update(){ checkOsc(); potato.setPosition(pos); potato.setVelocity(vel); potato.setFixedRotation(rot); box2d.update(); }
//-------------------------------------------------------------- void testApp::update(){ checkOsc(); ballPos.set(fader1 * 400,ofGetWindowHeight()/2); // cout << fader1Value << endl; for (int i = 0; i < particleCount; i++){ particles[i].resetForce(); particles[i].addAttraction(ballPos.x, ballPos.y, 1000, fader2Value); particles[i].addRepulsion(ballPos.x, ballPos.y, 30, 35); particles[i].addRepulsion(shipPos.x, shipPos.y, 30, 35); particles[i].addDamping(); particles[i].update(); if(particles[i].pos.x < 0){ particles[i].pos.x = ofGetWindowWidth()+2; particles[i].pos.y = ofRandom(ofGetWindowHeight()); } // Have particles trail one another // if (i == 0){ // particles[i].trail(ballPos.x, ballPos.y); // }else{ // particles[i].trail(particles[i-1].pos.x, particles[i-1].pos.y); // } } counter = counter + 0.0013f; }
//-------------------------------------------------------------- void testApp::update(){ checkOsc(); }
//-------------------------------------------------------------- void testApp::update(){ checkOsc(); bgColor *= 0.95; }
//-------------------------------------------------------------- void testApp::update(){ if ( gameState == 0 ) { startScreenFade += startScreenFadeVel; if ( startScreenFade < 0 || startScreenFade > 255 ) { startScreenFadeVel *= -1; } return; } checkOsc(); //Matt { // Mauricio //ship1.update(); //secondBackground.update(); //Mauricio //After trying to coming up with a counter that goes up and down, Jennifer Presto provided this. withour her contribution it woudn't have been possible to achive it. frameNum = abs ( abs( 49 - counter) - 49); counter++; if( counter == 100){ counter = 0; } } collideSpaceshipsAndBullets(); collideSpaceshipsAndSpaceships(); collideEnemyAndBullets(); collideSpaceshipsAndEnemy(); { // Matt if ( !metroid.bDestroyMe ) metroid.update(shipList); for ( int i = 0; i < shipList.size(); i++ ) { shipList[ i ].update(); // Handle firing. if ( shipList[ i ].bFiring ) { if ( shipList[ i ].firePacer == 0 ) { float fireAng = shipList[ i ].rotAngle - PI; Bullet tmp( shipList[ i ].pos, fireAng ); bulletList.push_back( tmp ); shipList[ i ].firePacer = shipList[ i ].pacerMax; shipList[ i ].applyAngularForce( 0.5, fireAng ); } } } for ( int i = 0; i < bulletList.size(); i++ ) { bulletList[ i ].update(); } // AWESOME, come back to this later. // if ( shipList[ 0 ].shootBullet && shipList[ 0 ].allowAction ) { // float fireAng = shipList[ 0 ].rotAngle - PI; // Bullet tmp( shipList[ 0 ].pos, fireAng ); // bulletList.push_back( tmp ); // } } // Note from Matt: Following up the boolean function we created above, this oF function sorts the vector according to the values of the booleans and then removes any with a 'true' value: ofRemove( bulletList, bShouldIErase ); ofRemove( shipList, bShouldIErase2 ); if (metroid.bDestroyMe){ deque<Michael>::iterator it; for( it = kahane.begin(); it != kahane.end(); it++){ it->resetForces(); it->addDampingForce(); it->update(); } } }