/** * \brief This function is called when the map is started and * the opening transition is finished. */ void Map::notify_opening_transition_finished() { visible_surface->set_opacity(255); // because the transition effect may have changed the opacity check_suspended(); entities->notify_map_opening_transition_finished(); get_lua_context().map_on_opening_transition_finished(*this, get_destination()); }
/** * \brief Updates the animation and the position of each map elements, including the hero. */ void Map::update() { // detect whether the game has just been suspended or resumed check_suspended(); // update the elements TilePattern::update(); entities->update(); get_lua_context().map_on_update(*this); }
/** * \brief Updates the animation and the position of each map elements, including the hero. */ void Map::update() { // detect whether the game has just been suspended or resumed check_suspended(); // update the elements TilePattern::update(); entities->update(); get_lua_context().map_on_update(*this); camera->update(); // update the camera after the entities since this might // be the last update() call for this map */ }