void RTSCamera::pointCameraAtNode(ISceneNode* selectednode) { vector3df totarget = getPosition() - getTarget(); setPosition(selectednode->getPosition() + (totarget.normalize() * 600)); setTarget(selectednode->getPosition()); updateAnimationState(); }
// function added by jox: fix setPosition() void CCameraMayaSceneNode::setPosition(const core::vector3df& pos) { Pos = pos; updateAnimationState(); ISceneNode::setPosition(pos); }
void RenderProgress::layoutParts() { updatePartsState(); if (m_valuePart) m_valuePart->layoutAsPart(valuePartRect()); updateAnimationState(); }
void RenderProgress::updateFromElement() { HTMLProgressElement* element = progressElement(); if (m_position == element->position()) return; m_position = element->position(); updateAnimationState(); RenderBlock::updateFromElement(); }
void LayoutProgress::updateFromElement() { HTMLProgressElement* element = progressElement(); if (m_position == element->position()) return; m_position = element->position(); updateAnimationState(); setShouldDoFullPaintInvalidation(); LayoutBlockFlow::updateFromElement(); }
void RenderProgress::updateFromElement() { HTMLProgressElement* element = progressElement(); if (m_position == element->position()) return; m_position = element->position(); updateAnimationState(); paintInvalidationForWholeRenderer(); RenderBlockFlow::updateFromElement(); }
void GameScene::update(float dt) { updateHero(dt); adaptPlayerPosition(); updateAnimationState(); m_flamesParticle->setPosition(ccpAdd(m_hero->getPosition(), ccp(-m_hero->getContentSize().width * 0.25f, -m_hero->getContentSize().height * 0.25f))); spawnEnemies(dt); updateEnemies(dt); updateProjectiles(dt); if (m_hp <= 0) { gameOver(); } m_background->update(); // Update Box2D world //world->Step(dt, 6, 3); // BOX2D TIP // Update objects from box2d coordinates here }
// function added by jox: fix setTarget() void CCameraMayaSceneNode::setTarget(const core::vector3df& pos) { Target = oldTarget = pos; updateAnimationState(); }
void SceneViewport::setAnimation(bool enabled) { m_animate = enabled; updateAnimationState(); }
void RTSCamera::setTarget(const core::vector3df& pos) { Target = oldTarget = pos; updateAnimationState(); }