//-------------------------------------------------------------------------------------------- void Scene::update(float _deltaTime, ofxControlPanel * panel){ deltaTime = _deltaTime; activeTimer += deltaTime; idleTimer += deltaTime; checkPanelValues(panel); field.clear(); //make sure cups and towers match if (cupTracker->useCups){ checkCups(); } //have the towers do their thing on the field for (int i=towers.size()-1; i>=0; i--){ towers[i]->update(deltaTime); } //let the scene do what it does updateCustom(); //make some field particles so we cna see what the f**k's going on in here! makeFieldParticles(); //update the field particles //float updateStartTime = ofGetElapsedTimef(); for (int i=fieldParticles.size()-1; i>=0; i--){ fieldParticles[i]->update(deltaTime, &field); if (fieldParticles[i]->killFlag){ delete fieldParticles[i]; fieldParticles.erase( fieldParticles.begin() + i); } } //time to move on? if (activeTimer > killTime ){ switchScenesFlag = true; } //When switching scenes, the current scene fades out //when isDoneFadiing is true, the scene will stop updating if (isFading){ fadeTimer -= deltaTime; alphaPrc = fadeTimer/fadeTime; if (alphaPrc <= 0){ alphaPrc = 0; isDoneFading = true; } } }
void TempoSyncKnobModel::setSyncMode( TempoSyncMode _new_mode ) { if( m_tempoSyncMode != _new_mode ) { m_tempoSyncMode = _new_mode; if( _new_mode == SyncCustom ) { connect( &m_custom, SIGNAL( dataChanged() ), this, SLOT( updateCustom() ) ); } } calculateTempoSyncTime( Engine::getSong()->getTempo() ); }
void GameObject::update(float _deltaTime){ deltaTime = _deltaTime; //do whatever this object does updateCustom(); //update the animator if this thing has one if (animController != NULL){ animController->update(deltaTime); } //keep any pixel effects with the object for (int i=0; i<pixelEffects.size(); i++){ pixelEffects[i]->setPosFromParentObject(pos); } }