本文整理汇总了C++中Drawable::boundingRect方法的典型用法代码示例。如果您正苦于以下问题:C++ Drawable::boundingRect方法的具体用法?C++ Drawable::boundingRect怎么用?C++ Drawable::boundingRect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Drawable
的用法示例。
在下文中一共展示了Drawable::boundingRect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: collide
bool Drawable::collide(Drawable &item)
{
Rect rect1 = item.boundingRect();
Rect rect2 = boundingRect();
Point points1[4];
points1[0] = rect1.top_right();
points1[1] = rect1.top_left();
points1[2] = rect1.bottom_left();
points1[3] = rect1.bottom_right();
Point points2[4];
points2[0] = rect2.top_right();
points2[1] = rect2.top_left();
points2[2] = rect2.bottom_left();
points2[3] = rect2.bottom_right();
for (int i = 0; i < 4; ++i)
{
/*
If only on corner of this is on item, or if only one of the
item corner is on this, we return true because it collides.
Otherwisely, we return false since it doesn't.
*/
if (isOn(points1[i]))
return true;
if (item.isOn(points2[i]))
return true;
}
return false;
}
示例2: collide
bool GameMap::collide(Drawable &spr)
{
DrawableRect tmp;
if (colH != -1)
{
Rect rect = spr.boundingRect();
tmp.setPos(rect.x, rect.y + rect.h - colH);
tmp.resize(rect.w, colH);
}
Drawable &col = colH != -1 ? tmp : spr;
for (unsigned int i = 0; i < tiles.size(); ++i)
{
Sprite &tile = tilesets[tiles[i].tileset];
tile.setTile(tiles[i].tileX, tiles[i].tileY, tileWidth, tileHeight);
// Coord relative to the map !
tile.setPos(getX() + tiles[i].x, getY() + tiles[i].y);
Line line;
if (tiles[i].type.right)
{
line.setPos(getX() + tiles[i].x + tileWidth, getY() + tiles[i].y);
line.setPoint(getX() + tiles[i].x + tileWidth,
getY() + tiles[i].y + tileHeight);
if (col.collide(line))
return true;
}
if (tiles[i].type.left)
{
line.setPos(getX() + tiles[i].x, getY() + tiles[i].y);
line.setPoint(getX() + tiles[i].x, getY() + tiles[i].y + tileHeight);
if (col.collide(line))
return true;
}
if (tiles[i].type.up)
{
line.setPos(getX() + tiles[i].x, getY() + tiles[i].y);
line.setPoint(getX() + tiles[i].x + tileWidth, getY() + tiles[i].y);
if (col.collide(line))
return true;
}
if (tiles[i].type.down)
{
line.setPos(getX() + tiles[i].x, getY() + tiles[i].y + tileHeight);
line.setPoint(getX() + tiles[i].x + tileWidth,
getY() + tiles[i].y + tileHeight);
if (col.collide(line))
return true;
}
if (tiles[i].type.content)
if (col.collide(tile))
return true; // If it collides with only one tile, it collides..
}
return false; // It didn't collide with any tiles.
}