void Planet::Update(const GameTime & gameTime) { UpdateMatrix(); m2 = m_matrix; m_matrix.Rotate(85.f, 1.f, 0.f, 0.f); m_matrix.Rotate(22.5f, 0.f, 1.f, 0.f); float rotateVal = 0.f; if (m_attr->hasGravity) rotateVal = gameTime.Elapsed().ms() / 75.f; if (m_attr->active) m_matrix.Rotate(m_rot += rotateVal, 0.f, 0.f, 1.f); }
void MovableObject::Update(const GameTime & gameTime) { m_velocity += m_acceleration * static_cast<float>(gameTime.Elapsed().ms()); m_position += m_velocity * static_cast<float>(gameTime.Elapsed().ms()); }