/** * @brief Updates the movements: detects the collisions * in order to restart the movement. */ void PathMovement::update() { PixelMovement::update(); if (!is_suspended() && is_current_elementary_move_finished()) { start_next_elementary_move(); } }
/** * \brief Starts or restarts the movement. */ void PathMovement::restart() { this->remaining_path = initial_path; this->snapping = false; this->stop_snapping_date = 0; this->stopped_by_obstacle = false; start_next_elementary_move(); }
/** * \brief Updates the movements: detects the collisions * in order to restart the movement. */ void PathMovement::update() { if (!is_suspended() && is_current_elementary_move_finished()) { start_next_elementary_move(); } // Do this at last so that Movement::update() knows whether we are finished. PixelMovement::update(); }
/** * \brief Updates the movements: detects the collisions * in order to restart the movement. */ void PathMovement::update() { while (!is_suspended() && is_current_elementary_move_finished() && !PathMovement::is_finished() && get_entity() != NULL) { start_next_elementary_move(); PixelMovement::update(); } // Do this at last so that Movement::update() knows whether we are finished. PixelMovement::update(); }