示例#1
0
void UpdateLevel(void)
{
	EventLevel();

	// This should be the last line in this function
	UpdatePlayerPosition(&CurrentPlayer);
}
示例#2
0
void CFreeCamera::Update(float ElapsedTime){
	
	UpdateInputActions();

	UpdateCamera(ElapsedTime);
	UpdateCameraSpeed();
	UpdatePlayerPosition(ElapsedTime);

}
void TitleScreenModel::Update() {
	
  UpdatePlayerPosition(player1_top,
                       Lerp(GetPlayer1TopLeft(EnumValue(court_position)),
                            GetPlayer1TopRight(EnumValue(court_position)), Player1Position()));
  UpdatePlayerPosition(player1_bottom,
                       Lerp(GetPlayer1BottomLeft(EnumValue(court_position)),
                            GetPlayer1BottomRight(EnumValue(court_position)), Player1Position()));
  UpdatePlayerPosition(player2_top,
                       Lerp(GetPlayer2TopLeft(EnumValue(court_position)),
                            GetPlayer2TopRight(EnumValue(court_position)), Player2Position()));
  UpdatePlayerPosition(player2_bottom,
                       Lerp(GetPlayer2BottomLeft(EnumValue(court_position)),
                            GetPlayer2BottomRight(EnumValue(court_position)), Player2Position()));
  
	if(player1_position == 1.0f && player2_position == 1.0f) {
      dynamic_cast<WitchBall *>(ofGetAppPtr())->RunPlayScreen();
      return;
	}
  world.Step(kTimeStep, kBox2dVelocityIterations, kBox2dPositionIterations);
}
示例#4
0
void CPlayerManager::UpdatePlayerInfo(PlayerInfo info)
{
	UpdatePlayerState(info.mPlayerId, info.mPlayerState);
	UpdatePlayerPosition(info.mPlayerId, NNPoint( info.mX, info.mY ) );
	UpdatePlayerRotation(info.mPlayerId, info.mAngle);
	UpdatePlayerMoveDirection(info.mPlayerId, info.mMoveVelocity);
	UpdatePlayerHP(info.mPlayerId, info.mHP);
	UpdatePlayerTeam(info.mPlayerId, info.mTeam);
	UpdatePlayerType(info.mPlayerId, (PlayerType)info.mType);
	//UpdatePlayerNickname(info.mPlayerId, info.mName);
	UpdatePlayerKillScore( info.mPlayerId, info.mKillScore );
}
示例#5
0
文件: main.cpp 项目: Wayt/Heex
int main(int ac, char **av)
{
    sConfig->addParam("-a", "--addr", "map generator address", TYPE_FLAG_AND_VALUE, "127.0.0.1");
    sConfig->addParam("-p", "--port", "map generator port", TYPE_FLAG_AND_VALUE, "9000");
    sConfig->parseParam(ac, av);

    srand(time(NULL));
    //map = MapGenerator::CreateNewRandomMap(WIDTH, HEIGHT, 0.35, 0.35);
    map = MapGenerator::GetNewMapFromNode(WIDTH, HEIGHT, 0.35, 0.42, sConfig->getFlagValue("-a"), sConfig->getFlagValue("-p"));
    player = new Object(2, 7.0f, 7.0f, 0.0f, 0.0f);
    map->AddObject(player);
    glutInit(&ac, av);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(1280, 720);
    glutCreateWindow("OpenGL fps");
    glClearColor(0.2, 0.2, 0.2, 1.0);
    glEnable(GL_DEPTH_TEST);

    for (int i = 0; i < 257; ++i)
        keyStates[i] = false;

    glutDisplayFunc(draw);
    glutReshapeFunc(handleResize);
    glutSpecialFunc(keySpecial);
    glutKeyboardFunc(keyPressed);
    glutKeyboardUpFunc(keyUp);
    glutSetKeyRepeat(GLUT_KEY_REPEAT_OFF);

    glutIdleFunc(idle);
    glutVisibilityFunc(visibility);
    UpdatePlayerPosition();
    //keyOperations();
    glutPostRedisplay();

    glutMainLoop();
    return 0;
}