当前位置: 首页>>代码示例>>C++>>正文


C++ CCharacter::GiveBlock方法代码示例

本文整理汇总了C++中CCharacter::GiveBlock方法的典型用法代码示例。如果您正苦于以下问题:C++ CCharacter::GiveBlock方法的具体用法?C++ CCharacter::GiveBlock怎么用?C++ CCharacter::GiveBlock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CCharacter的用法示例。


在下文中一共展示了CCharacter::GiveBlock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: Tick

void CPickup::Tick()
{
	// MineTee: wait for destroy
	if (m_DestroyTick > 0)
	{
        if (Server()->Tick() > m_DestroyTick)
        {
            GameWorld()->DestroyEntity(this);
            return;
        }
	}

	// wait for respawn
	if(m_SpawnTick > 0)
	{
		if(Server()->Tick() > m_SpawnTick)
		{
			// respawn
			m_SpawnTick = -1;

			if(m_Type == POWERUP_WEAPON)
				GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SPAWN);
		}
		else
			return;
	}

	// MineTee
	CCharacter *pChr = 0x0;
	if (m_Type == POWERUP_DROPITEM)
	{
        CCharacter *pChrAttraction = GameServer()->m_World.ClosestCharacter(m_Pos, 60.0f, 0);
        if (pChrAttraction && Server()->Tick()-m_TimerOwnerTake > Server()->TickSpeed()*2.5f)
        {
        	float d = distance(m_Pos, pChrAttraction->m_Pos);
        	float v = abs((100.0f-d)*5.5f/100.0f);
        	m_Vel += normalize(pChrAttraction->m_Pos - m_Pos) * v;
        }

        GameServer()->Collision()->MoveBox(&m_Pos, &m_Vel, vec2(32.0f, 32.0f), 0.5f);
        m_Vel.y += GameServer()->m_World.m_Core.m_Tuning.m_Gravity;
        m_Vel.x += (m_Vel.x < 0.0f)?0.05f:-0.05f;

        if (Server()->Tick()-m_TimerOwnerTake > Server()->TickSpeed()*2.5f)
            pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, 0);
        else if (GameServer()->m_apPlayers[m_Owner] && GameServer()->m_apPlayers[m_Owner]->GetCharacter() && GameServer()->m_apPlayers[m_Owner]->GetCharacter()->IsAlive())
            pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, GameServer()->m_apPlayers[m_Owner]->GetCharacter());
	}
    else if (m_Type == POWERUP_BLOCK)
    {
        CCharacter *pChrAttraction = GameServer()->m_World.ClosestCharacter(m_Pos, 96.0f, 0);
        if (pChrAttraction)
        {
        	float d = distance(m_Pos, pChrAttraction->m_Pos);
        	float v = abs((100.0f-d)*5.5f/100.0f);
        	m_Pos += normalize(pChrAttraction->m_Pos - m_Pos) * v;
        }
        pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, 0);
    }
    else
        pChr = GameServer()->m_World.ClosestCharacter(m_Pos, 20.0f, 0);
	//

	// Check if a player intersected us
	if(pChr && pChr->IsAlive())
	{
		// player picked us up, is someone was hooking us, let them go
		int RespawnTime = -1;
		switch (m_Type)
		{
			// MineTee
			case POWERUP_DROPITEM:
				if (m_Subtype >= NUM_WEAPONS-CBlockManager::MAX_BLOCKS)
				{
					if (pChr->GiveBlock(m_Subtype, m_Amount))
					{
						GameServer()->CreateSound(m_Pos, SOUND_PICKUP_BLOCK);
						GameWorld()->DestroyEntity(this);
						return;
					}
				}
				else
				{
					if(pChr->GiveWeapon(m_Subtype, m_Amount))
					{
						RespawnTime = g_pData->m_aPickups[m_Type].m_Respawntime;

						if(m_Subtype == WEAPON_GRENADE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_GRENADE);
						else if(m_Subtype == WEAPON_SHOTGUN)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);
						else if(m_Subtype == WEAPON_RIFLE)
							GameServer()->CreateSound(m_Pos, SOUND_PICKUP_SHOTGUN);

						if(pChr->GetPlayer())
							GameServer()->SendWeaponPickup(pChr->GetPlayer()->GetCID(), m_Subtype);
					}
				}
				break;
			case POWERUP_BLOCK:
//.........这里部分代码省略.........
开发者ID:H-M-H,项目名称:MineTee,代码行数:101,代码来源:pickup.cpp


注:本文中的CCharacter::GiveBlock方法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。