public void update() { myDraDebugger.update(this); if (myPaused) return; myTimeFactor = DebugOptions.GAME_SPEED_MULTIPLIER; if (myHero != null) { ShipAbility ability = myHero.getAbility(); if (ability instanceof SloMo) { float factor = ((SloMo) ability).getFactor(); myTimeFactor *= factor; } } myTimeStep = Const.REAL_TIME_STEP * myTimeFactor; myTime += myTimeStep; myPlanetManager.update(this); myCam.update(this); myChunkManager.update(this); myMountDetectDrawer.update(this); myObjectManager.update(this); myDraMan.update(this); myMapDrawer.update(this); mySoundManager.update(this); myBeaconHandler.update(this); myHero = null; myTranscendentHero = null; List<SolObject> objs = myObjectManager.getObjs(); for (int i = 0, objsSize = objs.size(); i < objsSize; i++) { SolObject obj = objs.get(i); if ((obj instanceof SolShip)) { SolShip ship = (SolShip) obj; Pilot prov = ship.getPilot(); if (prov.isPlayer()) { myHero = ship; break; } } if (obj instanceof StarPort.Transcendent) { StarPort.Transcendent trans = (StarPort.Transcendent) obj; FarShip ship = trans.getShip(); if (ship.getPilot().isPlayer()) { myTranscendentHero = trans; break; } } } if (myTutorialManager != null) myTutorialManager.update(); }
public void run() { // TODO Auto-generated method stub mLastTime = SystemClock.uptimeMillis(); mFinished = false; while (!mFinished) { if (mGameRoot != null) { // Wait for Rendering Thread to Finish mRenderer.checkRenderingIsFinshed(); final long time = SystemClock.uptimeMillis(); final long timeDelta = time - mLastTime; if (timeDelta > 12) { float secondsDelta = (time - mLastTime) * 0.001f; if (secondsDelta > 0.1f) { secondsDelta = 0.1f; } // TODO This is the game root, will be used to update objects under it! mGameRoot.update(secondsDelta, null); // TODO get camera positions and pass below // This calls the setRenderQueue in render system which will eventually set the rendering // thread to // a queue of objects BaseObject.renderSystem.swapQueue(mRenderer, 10f, 10f); mLastTime = SystemClock.uptimeMillis(); } else { } } } BaseObject.renderSystem.emptyQueues(mRenderer); mRenderer.clearAllTextures(); // Clear all textures BaseObject.resetAllElements(); // resets everything except textures }
/** * upravi zadani do db * * @param zadani - upravene zadani */ @Override @RolesAllowed({"admin", "kantor"}) public void updateZadani(Zadani zadani) { super.update(zadani); }