}
void
-BouncyDistro::action()
+BouncyDistro::action(double frame_ratio)
{
base.y = base.y + base.ym * frame_ratio;
base.xm = xm;
base.ym = ym;
- timer_init(&timer, true);
- timer_start(&timer,200);
+ timer.init(true);
+ timer.start(200);
}
void
-BrokenBrick::action()
+BrokenBrick::action(double frame_ratio)
{
base.x = base.x + base.xm * frame_ratio;
base.y = base.y + base.ym * frame_ratio;
- if (!timer_check(&timer))
+ if (!timer.check())
World::current()->broken_bricks.erase(static_cast<std::vector<BrokenBrick>::iterator>(this));
}
}
void
-BouncyBrick::action()
+BouncyBrick::action(double frame_ratio)
{
- offset = (offset +
- offset_m * frame_ratio);
+ offset = (offset + offset_m * frame_ratio);
/* Go back down? */
if (offset < -BOUNCY_BRICK_MAX_OFFSET)
{
base.x = x;
base.y = y - 16;
- timer_init(&timer,true);
- timer_start(&timer,1000);
+ timer.init(true);
+ timer.start(1000);
value = s;
}
void
-FloatingScore::action()
+FloatingScore::action(double frame_ratio)
{
base.y = base.y - 2 * frame_ratio;
- if(!timer_check(&timer))
+ if(!timer.check())
World::current()->floating_scores.erase(static_cast<std::vector<FloatingScore>::iterator>(this));
}