/* This is the update function double dt - This is the amount of time in seconds since the previous call was made Game logic should be done here. Such as collision checks, determining the position of your game characters, status updates, etc If there are any calls to write to the console here, then you are doing it wrong. If your game has multiple states, you should determine the current state, and call the relevant function here. */ void update(double dt) { // get the delta time if(next!=0 && next!= 16 && next!=99) { elapsedTime += dt; } ambience(); mapseq(); deltaTime = dt; processUserInput(); // checks if you should change states or do something else with the game, e.g. pause, exit moveCharacter(); // moves the character, collision detection, physics, etc // sound can be played here too. }
int MoinLelaRequest::qt_metacall(QMetaObject::Call _c, int _id, void **_a) { _id = QObject::qt_metacall(_c, _id, _a); if (_id < 0) return _id; if (_c == QMetaObject::InvokeMetaMethod) { if (_id < 28) qt_static_metacall(this, _c, _id, _a); _id -= 28; } #ifndef QT_NO_PROPERTIES else if (_c == QMetaObject::ReadProperty) { void *_v = _a[0]; switch (_id) { case 0: *reinterpret_cast< bool*>(_v) = logged(); break; case 1: *reinterpret_cast< bool*>(_v) = active(); break; case 2: *reinterpret_cast< bb::cascades::DataModel**>(_v) = model(); break; case 3: *reinterpret_cast< QString*>(_v) = budget(); break; case 4: *reinterpret_cast< QString*>(_v) = service(); break; case 5: *reinterpret_cast< QString*>(_v) = quality(); break; case 6: *reinterpret_cast< QString*>(_v) = privacy(); break; case 7: *reinterpret_cast< QString*>(_v) = ambience(); break; case 8: *reinterpret_cast< QString*>(_v) = itemName(); break; case 9: *reinterpret_cast< QString*>(_v) = itemLabel(); break; case 10: *reinterpret_cast< QString*>(_v) = itemCountry(); break; case 11: *reinterpret_cast< QString*>(_v) = itemRegion(); break; case 12: *reinterpret_cast< QString*>(_v) = itemZipcode(); break; case 13: *reinterpret_cast< QString*>(_v) = itemTown(); break; case 14: *reinterpret_cast< QString*>(_v) = itemAddress(); break; case 15: *reinterpret_cast< QString*>(_v) = itemPhone(); break; case 16: *reinterpret_cast< QString*>(_v) = itemMobile(); break; } _id -= 17; } else if (_c == QMetaObject::WriteProperty) { void *_v = _a[0]; switch (_id) { case 3: setBudget(*reinterpret_cast< QString*>(_v)); break; case 4: setService(*reinterpret_cast< QString*>(_v)); break; case 5: setQuality(*reinterpret_cast< QString*>(_v)); break; case 6: setPrivacy(*reinterpret_cast< QString*>(_v)); break; case 7: setAmbience(*reinterpret_cast< QString*>(_v)); break; case 8: setItemName(*reinterpret_cast< QString*>(_v)); break; case 9: setItemLabel(*reinterpret_cast< QString*>(_v)); break; case 10: setItemCountry(*reinterpret_cast< QString*>(_v)); break; case 11: setItemRegion(*reinterpret_cast< QString*>(_v)); break; case 12: setItemZipcode(*reinterpret_cast< QString*>(_v)); break; case 13: setItemTown(*reinterpret_cast< QString*>(_v)); break; case 14: setItemAddress(*reinterpret_cast< QString*>(_v)); break; case 15: setItemPhone(*reinterpret_cast< QString*>(_v)); break; case 16: setItemMobile(*reinterpret_cast< QString*>(_v)); break; } _id -= 17; } else if (_c == QMetaObject::ResetProperty) { _id -= 17; } else if (_c == QMetaObject::QueryPropertyDesignable) { _id -= 17; } else if (_c == QMetaObject::QueryPropertyScriptable) { _id -= 17; } else if (_c == QMetaObject::QueryPropertyStored) { _id -= 17; } else if (_c == QMetaObject::QueryPropertyEditable) { _id -= 17; } else if (_c == QMetaObject::QueryPropertyUser) { _id -= 17; } #endif // QT_NO_PROPERTIES return _id; }