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- void CGameWorld::Init()
- {
- HINSTANCE hInstance = GetModuleHandle(nullptr);
- HWND hWnd = GetActiveWindow();
- myInputWrapper.Initialize(hInstance, hWnd, 800, 600);
- myTimerManager.CreateTimer();
- myBalls.Init(10);
- AddBalls();
- mySprite = new DX2D::CSprite("Sprites/Ball.png");
- myGravity = DX2D::Vector2f(0, 0.5f);
- myDeltaTime = 0;
- }
- ////////////////////////////////////////////////////////////////////////////////////////
- void CGameWorld::AddBalls()
- {
- myBalls.Add(Ball(Vector2f(0.5f, 0.5f), Vector2f(static_cast<float>((rand() % 101)) / 10000 * ((rand() % 2 * 2) - 1),
- static_cast<float>((rand() % 101)) / 10000 * ((rand() % 2 * 2) - 1))));
- }
- ////////////////////////////////////////////////////////////////////////////////////////
- DX2D::Vector2f myPosition;
- DX2D::Vector2f myForce;
- //Ball::Update(float aDeltaTime, Vector2f aGravity)
- {
- myForce += (aGravity * aDeltaTime * 0.1f);
- myPosition += myForce;
- }
- ////////////////////////////////////////////////////////////////////////////////////////
- for (unsigned short i = 0; i < myBalls.Size(); i++)
- {
- myBalls[i].Update(aTimeDelta, myGravity);
- mySprite->SetPosition(DX2D::Vector2f(myBalls[i].GetPosition().x, myBalls[i].GetPosition().y));
- mySprite->Render();
- }
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