void GameWorld::update(float delta) { scoreTextLabel->setPosition(this->convertToNodeSpace(CCDirector::sharedDirector()->convertToGL(ccp(100, 100)))); scoreLabel->setString(std::to_string(scoreManager->getScore())); pointlocation = this->convertToNodeSpace(CCDirector::sharedDirector()->convertToGL(ccp(110, 130))); scoreLabel->setPosition(pointlocation); heartsprite->setPosition(this->convertToNodeSpace(CCDirector::sharedDirector()->convertToGL(ccp(30, 60)))); healthLabel->setString(std::to_string(player->currentHealth)); healthLabel->setPosition(this->convertToNodeSpace(CCDirector::sharedDirector()->convertToGL(ccp(114, 60)))); //Update the player. player->update(delta); //Update all the npcs. for (Entity* e : *npcManager->getNpcs()) { if (IsType<Crowd>(e)) { Crowd* c = static_cast<Crowd*>(e); c->update(delta); } else if (IsType<Helicopter>(e)) { Helicopter* h = static_cast<Helicopter*>(e); h->update(delta); } else e->update(delta); } //Update all the broken buildings. for (BrokenStructure* b : *structureManager->getStructures()) { b->update(delta); } }
void CrowdApp::update() { mCrowd.update(); }