本文整理汇总了C++中CGameObject::GetIDType方法的典型用法代码示例。如果您正苦于以下问题:C++ CGameObject::GetIDType方法的具体用法?C++ CGameObject::GetIDType怎么用?C++ CGameObject::GetIDType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::GetIDType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: OnCollision
void CBullet_ScubaSolider::OnCollision(float deltaTime, std::vector<CGameObject*>* listObjectCollision)
{
float normalX = 0;
float normalY = 0;
float moveX = 0.0f;
float moveY = 0.0f;
float timeCollision;
std::vector<CGameObject*>::iterator it;
// kiem tra co phai la vien dan dau tien hay k
if (!this->m_isFirstBullet)
{
for (it = listObjectCollision->begin();
it != listObjectCollision->end(); ++it)
{
CGameObject* obj = *it;
// Neu doi tuong la ground
if (obj->GetIDType() == 15 && (obj->GetID() == 1 || obj->GetID() == 8))
{
timeCollision = CCollision::GetInstance()->Collision(this, obj, normalX, normalY, moveX, moveY, deltaTime);
if ((timeCollision > 0.0f && timeCollision < 1.0f) || timeCollision == 2.0f)
{
if (normalY > 0)
{
if (this->m_vy <= 0)
{
// Gan trang thai die cho doi tuong
CGameObject* effect = CPoolingObject::GetInstance()->GetEnemyEffect();
effect->SetAlive(true);
effect->SetPos(this->m_pos);
this->SetAlive(false);
}
}
}
}
}
}
}
示例2: OnCollision
void CSoldier::OnCollision(float deltaTime, std::vector<CGameObject*>* listObjectCollision)
{
float normalX = 0;
float normalY = 0;
float moveX = 0.0f;
float moveY = 0.0f;
float timeCollision;
for (std::vector<CBullet*>::iterator it = CPoolingObject::GetInstance()->m_listBulletOfObject.begin(); it != CPoolingObject::GetInstance()->m_listBulletOfObject.end();)
{
CBullet* obj = *it;
timeCollision = CCollision::GetInstance()->Collision(obj, this, normalX, normalY, moveX, moveY, deltaTime);
if((timeCollision > 0.0f && timeCollision < 1.0f) || timeCollision == 2.0f)
{
if(obj->IsAlive() && obj->GetLayer() == LAYER::PLAYER)
{
// Gan trang thai die cho doi tuong
this->m_stateCurrent = SOLDIER_STATE::S_IS_DIE;
// Xoa vien dan ra khoi d.s
it = CPoolingObject::GetInstance()->m_listBulletOfObject.erase(it);
//Load sound die
ManageAudio::GetInstance()->playSound(TypeAudio::ENEMY_DEAD_SFX);
// Tang diem cua contra len
CContra::GetInstance()->IncreateScore(500);
}
else
++it;
}
else
{
++it;
}
}
if (this->m_stateCurrent != SOLDIER_STATE::S_IS_DIE)
{
//Kiem tra va cham voi ground
bool checkColWithGround = false;
// xet va cham vs ground
for (std::vector<CGameObject*>::iterator it = listObjectCollision->begin(); it != listObjectCollision->end(); it++)
{
CGameObject* obj = *it;
//Lay thoi gian va cham
//Neu doi tuong la ground va dang va cham
if(((obj->GetIDType() == 15 && obj->GetID() == 1) || (obj->GetIDType() == 15 && obj->GetID() == 8) || (obj->GetIDType() == 16 && obj->GetID() == 1)) && !checkColWithGround)
{
timeCollision = CCollision::GetInstance()->Collision(this, obj, normalX, normalY, moveX, moveY, deltaTime);
if((timeCollision > 0.0f && timeCollision < 1.0f) || timeCollision == 2.0f)
{
if(normalY > 0)
{
checkColWithGround = true;
if (this->m_stateCurrent == SOLDIER_STATE::S_IS_JUMP)
{
if (this->m_vy < -200.0f)
{
this->m_stateCurrent = SOLDIER_STATE::S_IS_JOGGING;
if( timeCollision == 2.0f)
{
//this->m_isJumping = false;
this->m_pos.y += moveY;
this->m_vy = 0;
this->m_a = 0;
}
}
}
else
{
this->m_stateCurrent = SOLDIER_STATE::S_IS_JOGGING;
if( timeCollision == 2.0f)
{
//this->m_isJumping = false;
this->m_pos.y += moveY;
this->m_vy = 0;
this->m_a = 0;
}
}
}
}
}
}
if(!checkColWithGround)
{
this->m_a = -700.0f;
if (this->m_jump)
{
if(this->m_vy == 0.0f)
this->m_vy = this->m_vyDefault;
this->m_stateCurrent = SOLDIER_STATE::S_IS_JUMP;
}
else
{
// Soldier quay dau nguoc lai.
this->m_left = !this->m_left;
this->m_countRepeat ++;
if (m_countRepeat > 2)
{
//.........这里部分代码省略.........