| 57 | } |
| 58 | |
| 59 | void MoveAction::update(float time) |
| 60 | { |
| 61 | #if AX_ENABLE_STACKABLE_ACTIONS |
| 62 | size_t i = 0; |
| 63 | auto bgl = BaseGameLayer::getInstance(); |
| 64 | auto sectionObjects = &bgl->_sectionObjects; |
| 65 | int sectionSize = sectionObjects->size(); |
| 66 | ax::Vec2 currentPos, diff, newPos; |
| 67 | float posx, posy; |
| 68 | ax::Vec2 cool; |
| 69 | for (auto obj : _group->_objects) |
| 70 | { |
| 71 | obj->getPosition(&posx, &posy); |
| 72 | currentPos = {posx, posy}; |
| 73 | if (i == 0) |
| 74 | { |
| 75 | diff = currentPos - _prevPositions[i]; |
| 76 | _startPositions[i] = _startPositions[i] + diff; |
| 77 | newPos = _startPositions[i] + (_posDelta * time); |
| 78 | obj->setPosition(newPos); |
| 79 | _prevPositions[i] = newPos; |
| 80 | cool = newPos - currentPos; |
| 81 | } |
| 82 | else |
| 83 | { |
| 84 | newPos = currentPos + cool; |
| 85 | obj->setPosition(newPos); |
| 86 | } |
| 87 | auto section = BaseGameLayer::sectionForPos(newPos.x); |
| 88 | section = section - 1 < 0 ? 0 : section - 1; |
| 89 | if (obj->_section != section) |
| 90 | { |
| 91 | auto vec = &(*sectionObjects)[obj->_section]; |
| 92 | auto newEnd = std::partition(vec->begin(), vec->end(), [&](GameObject* a) { return a != obj; }); |
| 93 | vec->resize(newEnd - vec->begin()); |
| 94 | while (section >= sectionSize) |
| 95 | { |
| 96 | std::vector<GameObject*> vec; |
| 97 | bgl->_sectionObjects.push_back(vec); |
| 98 | sectionSize++; |
| 99 | } |
| 100 | (*sectionObjects)[section].push_back(obj); |
| 101 | obj->_section = section; |
| 102 | } |
| 103 | ++i; |
| 104 | } |
| 105 | #else |
| 106 | for (auto obj : _group->_objects) |
| 107 | _obj->setPosition3D(_startPosition + _positionDelta * t); |
| 108 | #endif // AX_ENABLE_STACKABLE_ACTIONS |
| 109 | } |
| 110 | |
| 111 | void MoveAction::stop() |
| 112 | { |
nothing calls this directly
no test coverage detected