We already saw a line from the update
function where we step the Box2D simulation. Let's now go over the remaining objects that need to be updated:
void GameWorld::update(float dt) { // update the world world_->Step(dt, 8, 3); // update all game objects clown_->Update(); if(base_platform_) { base_platform_->Update(); } for(int i = 0; i < num_collectibles_active_; ++i) { ((Collectible*)active_collectibles_->objectAtIndex(i))->Update(); } // update platform if user is dragging one if(platform_->isVisible() && !touch_start_.equals(CCPointZero)) { platform_->setPosition(game_object_layer_-> convertToNodeSpace(touch_start_)); } // walls must move along with clown wall_->SetTransform(b2Vec2(0, clown_->GetBody()->GetPosition().y - SCREEN_TO_WORLD(SCREEN_SIZE.height/2)), 0); // background must scroll with respect to clown background_manager_->Update( has_game_begun_ ? (...