本文整理汇总了C++中BaseGameEntity::getIsActive方法的典型用法代码示例。如果您正苦于以下问题:C++ BaseGameEntity::getIsActive方法的具体用法?C++ BaseGameEntity::getIsActive怎么用?C++ BaseGameEntity::getIsActive使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BaseGameEntity
的用法示例。
在下文中一共展示了BaseGameEntity::getIsActive方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: update
void EntityManager::update(float dt) {
CCArray *keys = m_pIDToEntitiesMap->allKeys();
if (keys) { // if the dictionary has no objects, keys will be NULL
for (int i=0; i<keys->count(); i++) {
CCInteger *integer = (CCInteger *)keys->objectAtIndex(i);
int key = integer->getValue();
BaseGameEntity *entity = (BaseGameEntity *)m_pIDToEntitiesMap->objectForKey(key);
if (entity->getIsActive()) { // Only update the entity if it's active.
entity->update(dt);
}
}
}
/*
// Add new entities.
for (int i=0; i<m_pEntitiesToAdd->count(); i++) {
BaseGameEntity *newEntity = (BaseGameEntity *)m_pEntitiesToAdd->objectAtIndex(i);
m_pIDToEntitiesMap->setObject(newEntity, newEntity->getID());
}
m_pEntitiesToAdd->removeAllObjects();
*/
// Remove old entities.
for (int i=0; i<m_pEntitiesToRemove->count(); i++) {
BaseGameEntity *oldEntity = (BaseGameEntity *)m_pEntitiesToRemove->objectAtIndex(i);
m_pIDToEntitiesMap->removeObjectForKey(oldEntity->getID());
}
m_pEntitiesToRemove->removeAllObjects();
}