Exemplo n.º 1
0
void ArmyRole::update()
{
	//getEnviromentInfo();
	//getGL().setFuncType(GLSL::FUNS_LIGHT_PHONG);//FUNS_LIGHT_PHONG FUNS_LIGHT_EASY
	//getGL().chooseMatrix(GLSL::MMATRIX);
	//getGL().setIdentity();

	//pAFG->getFrameNum();

	onUpdateStart();
	if(hasChange)
	{
		setRotateY(changeRotateY);

		hasChange=false;
	}
	draw();

    onUpdateEnd();

	//getGL().setFuncType(GLSL::FUNS_LIGHT_EASY);//FUNS_LIGHT_PHONG FUNS_LIGHT_EASY
	//getGL().chooseMatrix(GLSL::MMATRIX);
	//getGL().setIdentity();
	pMHP->setPos(pTransform->pTOmatrix->mMatrixQueue.back()[12],
			pTransform->pTOmatrix->mMatrixQueue.back()[13]+19,
			pTransform->pTOmatrix->mMatrixQueue.back()[14]
			);
	pMHP->setHPAll(HPAll);
	pMHP->setHP( HP );
	pMHP->draw();

    //if(moveCode==2) dealMovementRun1();

}
void CrFbDisplayBase::UpdateEnd(struct CR_FRAMEBUFFER *pFb)
{
    RT_NOREF(pFb);

    --mcUpdates;
    Assert(mcUpdates < UINT32_MAX/2);
    if (!mcUpdates)
        onUpdateEnd();
}
Exemplo n.º 3
0
	bool Room::go()
	{
		while ( !shouldExit() )
		{
			VALIDATE( onUpdateStart() );

			VALIDATE( update() );
			VALIDATE( render() );

			VALIDATE( onUpdateEnd( kTimeStepMilliseconds ) );
		}

		return true;
	}