本文整理汇总了C++中CGameObject::GetGameObjectType方法的典型用法代码示例。如果您正苦于以下问题:C++ CGameObject::GetGameObjectType方法的具体用法?C++ CGameObject::GetGameObjectType怎么用?C++ CGameObject::GetGameObjectType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CGameObject
的用法示例。
在下文中一共展示了CGameObject::GetGameObjectType方法的2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: TutorialEventLogic
TBool CWeaponsTutorialLoseIfAllAmericanSoldiersDied::TutorialEventLogic() //checks if the Event Condition has been met
{
CGameObjectManager* lObjectManager = CFighterPilotThePacificWar::FighterGame->iGameData->GetMap()->GetObjectManager();
CPointerArray<CGameObject>*& lObjects = lObjectManager->GetAllGameObjects();
for(TInt lIndex = 0; lIndex < lObjects->GetCount(); lIndex++)
{
CGameObject* lCurrentGameObject = lObjects->Get(lIndex);
if(lCurrentGameObject->GetConflictSide() == EConflictSideAmerican && lCurrentGameObject->GetGameObjectType() == EObjectTypesGroundUnit)
{
if(lCurrentGameObject->IsAlive())
return false;
}
}
return true; //all American soldiers on the map died
}
开发者ID:DavidAStoll,项目名称:FighterPilotGameCode,代码行数:17,代码来源:CWeaponsTutorialLoseIfAllAmericanSoldiersDied.cpp
示例2: PossibleCollision
void CStandardRocket::PossibleCollision(CInterval*& aInterval)
{
//go through all objects and check if care to collide with them
CPointerArray<CGameObject>* lGameObjects = aInterval->GetGameObjectsByType(EObjectTypesBuilding | EObjectTypesGroundUnit | EObjectTypesArmouredGroundUnit | EObjectTypesPlane | EObjectTypesShip | EObjectTypesFloor);
if(iAlive)
{
for(TInt lCurrentObjectIndex = 0; lCurrentObjectIndex < lGameObjects->GetCount(); lCurrentObjectIndex++)
{
CGameObject* lCurrentGameObject = lGameObjects->Get(lCurrentObjectIndex);
//only collide with alive objects
if(lCurrentGameObject->IsAlive() && lCurrentGameObject != this)
{
//make sure the rocket doesn't collide with the object that created it
if(lCurrentGameObject != iCreatorObject)
{
if(lCurrentGameObject->GetGameObjectType() & (EObjectTypesBuilding | EObjectTypesGroundUnit | EObjectTypesArmouredGroundUnit | EObjectTypesPlane | EObjectTypesShip))
{
//special case, don't collide with Airport or Hangar buildings
if(lCurrentGameObject->GetGameObjectIdentifier() != EGameObjectIdentifierAirport && lCurrentGameObject->GetGameObjectIdentifier() != EGameObjectIdentifierHangar)
{
TPointIntFloat* lCollisionPoint = iHitBox->IntersectionWithCollisionPointL(lCurrentGameObject->GetHitBox());
//collide
if(lCollisionPoint)
{
//need to create an explosion here
Destruct(lCollisionPoint);//alread centers the explosion relative to the collision point
delete lCollisionPoint;
break;
}
}
}else if(lCurrentGameObject->GetGameObjectType() & (EObjectTypesFloor))
{
TPointIntFloat* lCollisionPoint = iHitBox->IntersectionWithCollisionPointL(lCurrentGameObject->GetHitBox());
//collide
if(lCollisionPoint)
{
//check if explosion happens on water
if(lCurrentGameObject->GetGameObjectIdentifier() == EGameObjectIdentifierWater)
{
//need to adjust explosion since the explosion should be centered relative to the collision point
lCollisionPoint->iX -= TIntFloat::Convert(EXPLOSION_100KG_IN_WATER_WIDTH) / 2;//since the collision point is at the left end of the explosion, we center it by moving the collision point left
CFighterPilotThePacificWar::FighterGame->iGameData->GetMap()->AddGameObject(CExplosion100KgInWater::New(*lCollisionPoint));
}else
{
//need to adjust explosion since the explosion should be centered relative to the collision point
lCollisionPoint->iX -= TIntFloat::Convert(EXPLOSION_100KG_WIDTH) / 2;//since the collision point is at the left end of the explosion, we center it by moving the collision point left
//create explosion on Ground
CFighterPilotThePacificWar::FighterGame->iGameData->GetMap()->AddGameObject(CExplosion100Kg::New(*lCollisionPoint));
}
//rocket is used Up
DestructWithoutExplosion();
delete lCollisionPoint;
break;//only one explosion possible per bomb :)
}
}
}
}
}
}
//clean up
delete lGameObjects;
}