void COrbatrix::processBounce() { performGravityHigh(); // Move normally in the direction if( xDirection == RIGHT ) { moveRight( HOR_SPEED ); } else { moveLeft( HOR_SPEED ); } if(blockedd && yinertia >= 0) { yinertia = MAX_BOUNCE_BOOST; xDirection = -xDirection; playSound(SOUND_ORBATRIX_BUMP); } mTimer++; if( mTimer < TIME_UNTIL_UNCURL ) return; mTimer = 0; setAction(A_ORBATRIX_SLIDE); }
void CShelly::process() { performCollisions(); performGravityHigh(); processActionRoutine(); (this->*mp_processState)(); }
void CBloog::process() { performCollisions(); performGravityHigh(); if( blockedl ) xDirection = RIGHT; else if(blockedr) xDirection = LEFT; if(!processActionRoutine()) exists = false; (this->*mp_processState)(); }
void CSpriteItem::process() { if(mGravity) { performCollisions(); performGravityHigh(); } // Do the animation stuff here! if(m_timer == 0) { this->sprite = (m_basesprite == this->sprite) ? m_basesprite + 1 : m_basesprite; } if(m_timer < MAX_ANIMATION_TIMER) m_timer++; else m_timer = 0; }