本文整理汇总了C++中BallSprite::getBallContState方法的典型用法代码示例。如果您正苦于以下问题:C++ BallSprite::getBallContState方法的具体用法?C++ BallSprite::getBallContState怎么用?C++ BallSprite::getBallContState使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BallSprite
的用法示例。
在下文中一共展示了BallSprite::getBallContState方法的1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: if
void GameScene_Box2D::onContactPostSolve(PhysicsContact& contact, const PhysicsContactPostSolve& solve)
{
auto node1 = contact.getShapeA()->getBody()->getNode();
auto node2 = contact.getShapeB()->getBody()->getNode();
if (node1->getTag()== spriteType::kFloor && node2->getTag()== spriteType::kBall) {
BallSprite *ball = (BallSprite *)node2;
bool ball_state_none = (ball->getBallContState() == BallSprite::ballContactState::kNone);
if (ball_state_none) {
ball->setBallContState(BallSprite::ballContactState::kFloorContact);
}
}
else if (node2->getTag()== spriteType::kFloor && node1->getTag()== spriteType::kBall) {
BallSprite *ball = (BallSprite *)node1;
bool ball_state_none = (ball->getBallContState() == BallSprite::ballContactState::kNone);
ball->setBallContState(BallSprite::ballContactState::kFloorContact);
if (ball_state_none) {
ball->setBallContState(BallSprite::ballContactState::kFloorContact);
}
}
else if (node2->getTag()== spriteType::kBall && node1->getTag()== spriteType::kBall) {
BallSprite *ball1 = (BallSprite *)node1;
BallSprite *ball2 = (BallSprite *)node2;
bool ball1_state_floor = (ball1->getBallContState() == BallSprite::ballContactState::kFloorContact);
bool ball2_state_floor = (ball2->getBallContState() == BallSprite::ballContactState::kFloorContact);
bool ball1_state_none = (ball1->getBallContState() == BallSprite::ballContactState::kNone);
bool ball2_state_none = (ball2->getBallContState() == BallSprite::ballContactState::kNone);
bool ball1_state_second = (ball1->getBallContState() == BallSprite::ballContactState::kSecondContact);
bool ball2_state_second = (ball2->getBallContState() == BallSprite::ballContactState::kSecondContact);
if (ball1_state_none || ball2_state_floor) {
ball1->setBallContState(BallSprite::ballContactState::kSecondContact);
}
else if (ball1_state_floor || ball2_state_none) {
ball2->setBallContState(BallSprite::ballContactState::kSecondContact);
}
else if (ball1_state_none || ball2_state_second) {
ball1->setBallContState(BallSprite::ballContactState::kSecondContact);
}
else if (ball2_state_none || ball1_state_second) {
ball2->setBallContState(BallSprite::ballContactState::kSecondContact);
}
}
}