Пример #1
0
bool Entity::update()
{
	if (m_collider)
	{
		onCollide(m_collider);
		m_collider = 0;
		if (m_dead) return false;
	}	

    // Concat parent's matrix to get render matrix
    m_transform->update();
    m_renderMatrix = m_transform->m_matrix;

	// Do not concatenate parent matrix if there is no parent or the parent is the root
    if (m_parent != 0 && m_parent->m_parent != 0)
    {
        m_renderMatrix = m_parent->m_renderMatrix * m_renderMatrix;
    }

	return true;
} 
Пример #2
0
void BaseActor::collide(BaseActor* folder)
{
	onCollide(folder);
}