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C++ BadGuy类代码示例

本文整理汇总了C++中BadGuy的典型用法代码示例。如果您正苦于以下问题:C++ BadGuy类的具体用法?C++ BadGuy怎么用?C++ BadGuy使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了BadGuy类的15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:

void
FlipLevelTransformer::transform_badguy(float height, BadGuy& badguy)
{
  Vector pos = badguy.get_start_position();
  pos.y = height - pos.y;
  badguy.set_start_position(pos);
}
开发者ID:maxteufel,项目名称:supertux,代码行数:7,代码来源:flip_level_transformer.cpp

示例2: hit

HitResponse
Block::collision(GameObject& other, const CollisionHit& )
{
  Player* player = dynamic_cast<Player*> (&other);
  if(player) {
    if(player->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) {
      hit(*player);
    }
  }

  // only interact with other objects if...
  //   1) we are bouncing
  // and
  //   2) the object is not portable (either never or not currently)
  Portable* portable = dynamic_cast<Portable*> (&other);
  if(bouncing && (portable == 0 || (!portable->is_portable()))) {

    // Badguys get killed
    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
    if(badguy) {
      badguy->kill_fall();
    }

    // Coins get collected
    Coin* coin = dynamic_cast<Coin*> (&other);
    if(coin) {
      coin->collect();
    }

  }

  return SOLID;
}
开发者ID:slackstone,项目名称:tuxjunior,代码行数:33,代码来源:block.cpp

示例3: try_drop

HitResponse
BonusBlock::collision(GameObject& other, const CollisionHit& hit_){

  Player* player = dynamic_cast<Player*> (&other);
  if (player) {
    if (player->does_buttjump)
      try_drop(player);
  }

  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
  if(badguy) {
    // hit contains no information for collisions with blocks.
    // Badguy's bottom has to be below the top of the block
    // SHIFT_DELTA is required to slide over one tile gaps.
    if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > bbox.get_top() + SHIFT_DELTA ) ){
      try_open(player);
    }
  }
  Portable* portable = dynamic_cast<Portable*> (&other);
  if(portable) {
    MovingObject* moving = dynamic_cast<MovingObject*> (&other);
    if(moving->get_bbox().get_top() > bbox.get_bottom() - SHIFT_DELTA) {
      try_open(player);
    }
  }
  return Block::collision(other, hit_);
}
开发者ID:carriercomm,项目名称:supertux,代码行数:27,代码来源:bonus_block.cpp

示例4: collision

HitResponse
Brick::collision(GameObject& other, const CollisionHit& hit_){

  Player* player = dynamic_cast<Player*> (&other);
  if (player) {
    if (player->does_buttjump) try_break(player);
    if (player->is_stone() && player->get_velocity().y >= 280) try_break(player); // stoneform breaks through bricks
  }

  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
  if(badguy) {
    // hit contains no information for collisions with blocks.
    // Badguy's bottom has to be below the top of the brick
    // SHIFT_DELTA is required to slide over one tile gaps.
    if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > bbox.get_top() + SHIFT_DELTA ) ){
      try_break(player);
    }
  }
  Portable* portable = dynamic_cast<Portable*> (&other);
  if(portable) {
    MovingObject* moving = dynamic_cast<MovingObject*> (&other);
    if(moving->get_bbox().get_top() > bbox.get_bottom() - SHIFT_DELTA) {
      try_break(player);
    }
  }
  Explosion* explosion = dynamic_cast<Explosion*> (&other);
  if(explosion && explosion->hurts()) {
    try_break(player);
  }
  IceCrusher* icecrusher = dynamic_cast<IceCrusher*> (&other);
  if(icecrusher && coin_counter == 0)
    try_break(player);
  return Block::collision(other, hit_);
}
开发者ID:leyyin,项目名称:supertux,代码行数:34,代码来源:brick.cpp

示例5: kill_fall

bool
MrIceBlock::collision_squished(GameObject& object)
{
  Player* player = dynamic_cast<Player*>(&object);
  if(player && (player->does_buttjump || player->is_invincible())) {
    player->bounce(*this);
    kill_fall();
    return true;
  }

  switch(ice_state) {
    case ICESTATE_KICKED:
    {
      BadGuy* badguy = dynamic_cast<BadGuy*>(&object);
      if (badguy) {
        badguy->kill_fall();
        break;
      }
    }

    // fall through
    case ICESTATE_NORMAL:
    {
      squishcount++;
      if (squishcount >= MAXSQUISHES) {
        kill_fall();
        return true;
      }
    }

    set_state(ICESTATE_FLAT);
    nokick_timer.start(NOKICK_TIME);
    break;
    case ICESTATE_FLAT:
    {
      MovingObject* movingobject = dynamic_cast<MovingObject*>(&object);
      if (movingobject && (movingobject->get_pos().x < get_pos().x)) {
        dir = RIGHT;
      } else {
        dir = LEFT;
      }
    }
    if (nokick_timer.check()) set_state(ICESTATE_KICKED);
    break;
    case ICESTATE_GRABBED:
      assert(false);
      break;
  }

  if (player) player->bounce(*this);
  return true;
}
开发者ID:gabixdev,项目名称:supertux,代码行数:52,代码来源:mriceblock.cpp

示例6: collision

HitResponse
Brick::collision(GameObject& other, const CollisionHit& hit){
    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
    if(badguy) {
      // hit contains no information for collisions with blocks.
      // Badguy's bottom has to be below the top of the brick
      // +7 is required to slide over one tile gaps.
      if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + 7.0 ) ){
        try_break(false);
      }
    }
   return Block::collision(other, hit);
}
开发者ID:BackupTheBerlios,项目名称:supertux-svn,代码行数:13,代码来源:block.cpp

示例7:

HitResponse
HurtingPlatform::collision(GameObject& other, const CollisionHit& )
{
  Player* player = dynamic_cast<Player*>(&other);
  if (player) {
    player->kill(false);
  }
  BadGuy* badguy = dynamic_cast<BadGuy*>(&other);
  if (badguy) {
    badguy->kill_fall();
  }

  return FORCE_MOVE;
}
开发者ID:slackstone,项目名称:tuxjunior,代码行数:14,代码来源:hurting_platform.cpp

示例8: collision_badguy

HitResponse
BadGuy::collision(GameObject& other, const CollisionHit& hit)
{
  if (!is_active()) return ABORT_MOVE;

  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
  if(badguy && badguy->is_active() && badguy->get_group() == COLGROUP_MOVING) {

    /* Badguys don't let badguys squish other badguys. It's bad. */
#if 0
    // hit from above?
    if (badguy->get_bbox().p2.y < (bbox.p1.y + 16)) {
      if(collision_squished(*badguy)) {
        return ABORT_MOVE;
      }
    }
#endif

    return collision_badguy(*badguy, hit);
  }

  Player* player = dynamic_cast<Player*> (&other);
  if(player) {

    // hit from above?
    if (player->get_bbox().p2.y < (bbox.p1.y + 16)) {
      if(player->is_stone()) {
        kill_fall();
        return FORCE_MOVE;
      }
      if(collision_squished(*player)) {
        return FORCE_MOVE;
      }
    }

    if(player->is_stone()) {
      collision_solid(hit);
      return FORCE_MOVE;
    }

    return collision_player(*player, hit);
  }

  Bullet* bullet = dynamic_cast<Bullet*> (&other);
  if(bullet)
    return collision_bullet(*bullet, hit);

  return FORCE_MOVE;
}
开发者ID:gabixdev,项目名称:supertux,代码行数:49,代码来源:badguy.cpp

示例9: hit

HitResponse
Kugelblitz::collision_badguy(BadGuy& other , const CollisionHit& chit)
{
  //Let the Kugelblitz explode, too? The problem with that is that
  //two Kugelblitzes would cancel each other out on contact...
  other.kill_fall();
  return hit(chit);
}
开发者ID:lowagner,项目名称:supertux,代码行数:8,代码来源:kugelblitz.cpp

示例10:

HitResponse
Stalactite::collision_badguy(BadGuy& other, const CollisionHit& hit)
{
  if (state == STALACTITE_SQUISHED) return FORCE_MOVE;

  // ignore other Stalactites
  if (dynamic_cast<Stalactite*>(&other)) return FORCE_MOVE;

  if (state != STALACTITE_FALLING) return BadGuy::collision_badguy(other, hit);

  if (other.is_freezable()) {
    other.freeze();
  } else {
    other.kill_fall();
  }

  return FORCE_MOVE;
}
开发者ID:HKingz,项目名称:supertux,代码行数:18,代码来源:stalactite.cpp

示例11:

HitResponse
Explosion::collision(GameObject& other, const CollisionHit& )
{
  if ((state != STATE_EXPLODING) || !hurt)
    return ABORT_MOVE;

  Player* player = dynamic_cast<Player*>(&other);
  if(player != 0) {
    player->kill(false);
  }

  BadGuy* badguy = dynamic_cast<BadGuy*>(&other);
  if(badguy != 0) {
    badguy->kill_fall();
  }

  return ABORT_MOVE;
}
开发者ID:Julydeea,项目名称:supertux,代码行数:18,代码来源:explosion.cpp

示例12:

HitResponse
AngryStone::collision_badguy(BadGuy& badguy, const CollisionHit& )
{
  if (state == ATTACKING) {
    badguy.kill_fall();
    return FORCE_MOVE;
  }

  return FORCE_MOVE;
}
开发者ID:CRS-ECHO51,项目名称:supertux,代码行数:10,代码来源:angrystone.cpp

示例13: hit

HitResponse
Block::collision(GameObject& other, const CollisionHit& )
{
  Player* player = dynamic_cast<Player*> (&other);
  if(player) {
    if(player->get_bbox().get_top() > get_bbox().get_bottom() - SHIFT_DELTA) {
      hit(*player);
    }
  }

  // only interact with other objects if...
  //   1) we are bouncing
  //   2) the object is not portable (either never or not currently)
  //   3) the object is being hit from below (baguys don't get killed for activating boxes)
  Portable* portable = dynamic_cast<Portable*> (&other);
  MovingObject* moving_object = dynamic_cast<MovingObject*> (&other);
  bool is_portable = ((portable != 0) && portable->is_portable());
  bool hit_mo_from_below = ((moving_object == 0) || (moving_object->get_bbox().get_bottom() < (get_bbox().get_top() + SHIFT_DELTA)));
  if(bouncing && !is_portable && hit_mo_from_below) {

    // Badguys get killed
    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
    if(badguy) {
      badguy->kill_fall();
    }

    // Coins get collected
    Coin* coin = dynamic_cast<Coin*> (&other);
    if(coin) {
      coin->collect();
    }

    //Eggs get jumped
    GrowUp* growup = dynamic_cast<GrowUp*> (&other);
    if(growup) {
      growup->do_jump();
    }

  }

  return FORCE_MOVE;
}
开发者ID:ACMEware,项目名称:Paper-Hurricane,代码行数:42,代码来源:block.cpp

示例14: collision

HitResponse
BonusBlock::collision(GameObject& other, const CollisionHit& hit){
    BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
    if(badguy) {
      // hit contains no information for collisions with blocks.
      // Badguy's bottom has to be below the top of the bonusblock
      // +7 is required to slide over one tile gaps.
      if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > get_bbox().get_top() + 7.0) ){
        try_open();
      }
    }
    Portable* portable = dynamic_cast<Portable*> (&other);
    if(portable) {
      MovingObject* moving = dynamic_cast<MovingObject*> (&other);
      if(moving->get_bbox().get_top() > get_bbox().get_bottom() - 7.0) {
        try_open();
      }
    }
    return Block::collision(other, hit);
}
开发者ID:slackstone,项目名称:tuxjunior,代码行数:20,代码来源:block.cpp

示例15:

HitResponse
MoleRock::collision_badguy(BadGuy& badguy, const CollisionHit& )
{
  // ignore collisions with parent
  if (&badguy == parent) {
    return FORCE_MOVE;
  }
  SoundManager::current()->play("sounds/stomp.wav", get_pos());
  remove_me();
  badguy.kill_fall();
  return ABORT_MOVE;
}
开发者ID:leyyin,项目名称:supertux,代码行数:12,代码来源:mole_rock.cpp


注:本文中的BadGuy类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。