void BossEntity::update() { if(active) { if(health <= 0) state = STATE_DYING; switch(state) { case STATE_MOVING: updateMoving(); break; case STATE_ATTACKING: updateAttacking(); break; case STATE_PANIC: updatePanic(); break; case STATE_DYING: updateDying(); break; } } else { if(overlaps(*camera)) active = true; } }
void Role::updater(float dt) { updateJumping(mJumpingState); if (mIsUserMode) return; updateMoving(); mAIManager->autoMode(); }