void Stats::updateFinalStats() { updateHealth(); updateMana(); updateAttack(); updateMagicAttack(); updateDefense(); updateMagicDefense(); updateDodge(); updateHit(); }
void Bird::update(std::vector<std::shared_ptr<Enemy>> e) { if (!cooldown && (float)al_get_time() > time + 0.5f) { cooldown = true; } y += yv; yv += cooldown * gravity; updateAttack(e); }
void ComponentAIBomber::update() { GameObject::removeDeadOnesFromList(onVisionList); GameObject::removeDeadOnesFromList(defenders); if(!parent->isDead()) { if( state == EnemyState::ATTACK && distanceFromThePath() > 60 ) { watching = false; shooting = false; target=NULL; selectedTarget = false; messageStopAIM(); state = EnemyState::RETURN; } //Comprueba que pases cerca del punto final del camino y si cambia el camino if(parent->position.getDistanceFrom(path->getEnd()) < 30 && state != EnemyState::ATTACK) { messageStopAIM(); changeTarget(true); } switch (state) { case ATTACK: updateAttack(); break; case MOVE: updateMove(); break; case RETURN: updateReturn(); break; default: break; } } else { std::list<GameObject*>::iterator it; for (it=defenders.begin(); it!=defenders.end(); ++it) { (*it)->kill(); } } }
void Player::update(Game& game, Level& level) { processQueuedActions(game); if (hasValidState() == false) { return; } if (useAI == true) { updateAI(level); } if (playerStatus != PlayerStatus::Dead && LifeNow() <= 0) { playerStatus = PlayerStatus::Dead; playSound(dieSound); } switch (playerStatus) { default: case PlayerStatus::Stand: updateAnimation(game); break; case PlayerStatus::Walk: updateWalk(game, level); break; case PlayerStatus::Attack: updateAttack(game, level); break; case PlayerStatus::Dead: updateDead(game, level); break; } updateHover(game, level); }
void AvatarController::update(const float elapsedTime) { m_avatarLogicCalculator->computeLogic(); updateState(); switch(m_avatarModel->getState()) { case AvatarModel::AvatarState::AVATAR_STATE_IDLE: updateIdle(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_MOVE_UP: updateMove(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_MOVE_DOWN: updateMove(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_MOVE_LEFT: updateMove(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_MOVE_RIGHT: updateMove(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_MOVE_UP_LEFT: updateMove(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_MOVE_UP_RIGHT: updateMove(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_MOVE_DOWN_LEFT: updateMove(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_MOVE_DOWN_RIGHT: updateMove(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_UP: updateAttack(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_DOWN: updateAttack(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_LEFT: updateAttack(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_RIGHT: updateAttack(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_UP_LEFT: updateAttack(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_UP_RIGHT: updateAttack(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_DOWN_LEFT: updateAttack(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_ATTACK_DOWN_RIGHT: updateAttack(elapsedTime); break; case AvatarModel::AvatarState::AVATAR_STATE_DIE: updateDie(elapsedTime); break; default: updateIdle(elapsedTime); break; } updateBasicAvatarMeasurements(); }