gameEngine/gameEngine/Scene.cpp
void Scene::Update(GLfloat dt)
{
	if (this->active)
	{
		//for each sprite in scene
		for (int i = 0; i < MovingSceneObjects.size(); i++)
		{
			if (MovingSceneObjects.at(i)->getActive())
			{
				MovingSceneObjects.at(i)->checkBounds(this->width, this->height);
				MovingSceneObjects.at(i)->Update();

				if (MovingSceneObjects.at(i)->getDebug())
				{
					std::cout << "Name:" << MovingSceneObjects.at(i)->getName() << std::endl;
					std::cout << "Bound Action:" << MovingSceneObjects.at(i)->getBoundAction() << std::endl;
					std::cout << "Pos:" << MovingSceneObjects.at(i)->getPosition().x << ", " << MovingSceneObjects.at(i)->getPosition().y << std::endl;
					std::cout << "Size:" << MovingSceneObjects.at(i)->getSize().x << ", " << MovingSceneObjects.at(i)->getSize().y << std::endl;
					std::cout << "Rotation:" << MovingSceneObjects.at(i)->getRotation() << std::endl;
				}
			}
		}

		for (int i = 0; i < sensors.size(); i++)
		{
			sensors.at(i)->sense();
		}

		for (int i = 0; i < observers.size(); i++)
		{
			observers.at(i)->Notify();
		}
	}
}
//if Scene is active, tell Sprites to update and check Sensors.
if Scene is active, tell Sprites to update and check Sensors.
if Scene is active tell Sprites to update and check Sensors .
void Scene::Update(GLfloat dt)
{
	if (this->active)
	{
		for (int i = 0; i < MovingSceneObjects.size(); i++)
		{
			if (MovingSceneObjects.at(i)->getActive())
			{
				MovingSceneObjects.at(i)->checkBounds(this->width, this->height);
				MovingSceneObjects.at(i)->Update();
				if (MovingSceneObjects.at(i)->getDebug())
				{
					std::cout << "Name:" << MovingSceneObjects.at(i)->getName() << std::endl;
					std::cout << "Bound Action:" << MovingSceneObjects.at(i)->getBoundAction() << std::endl;
					std::cout << "Pos:" << MovingSceneObjects.at(i)->getPosition().x << ", " << MovingSceneObjects.at(i)->getPosition().y << std::endl;
					std::cout << "Size:" << MovingSceneObjects.at(i)->getSize().x << ", " << MovingSceneObjects.at(i)->getSize().y << std::endl;
					std::cout << "Rotation:" << MovingSceneObjects.at(i)->getRotation() << std::endl;
				}
			}
		}
		for (int i = 0; i < sensors.size(); i++)
		{
			sensors.at(i)->sense();
		}
		for (int i = 0; i < observers.size(); i++)
		{
			observers.at(i)->Notify();
		}
	}
}
void Scene :: Update ( GLfloat dt ) { if ( this -> active ) { for ( int i = 0 ; i < MovingSceneObjects . size ( ) ; i ++ ) { if ( MovingSceneObjects . at ( i ) -> getActive ( ) ) { MovingSceneObjects . at ( i ) -> checkBounds ( this -> width , this -> height ) ; MovingSceneObjects . at ( i ) -> Update ( ) ; if ( MovingSceneObjects . at ( i ) -> getDebug ( ) ) { std :: cout << " " << MovingSceneObjects . at ( i ) -> getName ( ) << std :: endl ; std :: cout << " " << MovingSceneObjects . at ( i ) -> getBoundAction ( ) << std :: endl ; std :: cout << " " << MovingSceneObjects . at ( i ) -> getPosition ( ) . x << " " << MovingSceneObjects . at ( i ) -> getPosition ( ) . y << std :: endl ; std :: cout << " " << MovingSceneObjects . at ( i ) -> getSize ( ) . x << " " << MovingSceneObjects . at ( i ) -> getSize ( ) . y << std :: endl ; std :: cout << " " << MovingSceneObjects . at ( i ) -> getRotation ( ) << std :: endl ; } } } for ( int i = 0 ; i < sensors . size ( ) ; i ++ ) { sensors . at ( i ) -> sense ( ) ; } for ( int i = 0 ; i < observers . size ( ) ; i ++ ) { observers . at ( i ) -> Notify ( ) ; } } }
if Scene is active, tell Sprites to update and check Sensors.
if Scene is active tell Sprites to update and check Sensors .
//for each sprite in scene