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C++ Enemy::checkCollision方法代码示例

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


在下文中一共展示了Enemy::checkCollision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: main


//.........这里部分代码省略.........
               PlayerProjectile lemon = projectile;
            if(player->getPlayerState() == Player::idleRight
               || player->getPlayerState() == Player::jumpRight
               || player->getPlayerState() == Player::runRight
               || player->getPlayerState() == Player::fallRight) {

                lemon.setVelocity(7);
                lemon.setSprite(PlayerProjectile::right);
            } else {
                //lemonSprite.setTexture(projectile.lemonLeft);
                lemon.setVelocity(-7);
                lemon.setSprite(PlayerProjectile::left);
            }
               lemon.setPosition(PlayerObject.getPosition());
               ProjsInView.push_back(lemon);
            }
        }
        if(sf::Keyboard::isKeyPressed(sf::Keyboard::C)){
            if(player->Shoot()){
               PlayerProjectile lemon = chargePro;
            if(player->getPlayerState() == Player::idleRight
               || player->getPlayerState() == Player::jumpRight
               || player->getPlayerState() == Player::runRight
               || player->getPlayerState() == Player::fallRight) {

                lemon.setVelocity(7);
                lemon.setSprite(PlayerProjectile::right);
            } else {
                //lemonSprite.setTexture(projectile.lemonLeft);
                lemon.setVelocity(-7);
                lemon.setSprite(PlayerProjectile::left);
            }
               lemon.setPosition(PlayerObject.getPosition());
               ProjsInView.push_back(lemon);
            }
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
                player->setDirection(Player::left);
            }
        else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
                player->setDirection(Player::right);
            }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left) && sf::Keyboard::isKeyPressed(sf::Keyboard::X)) {
                player->setDirection(Player::left);
                player->Shoot();
                shotsFired++;
            }
        else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right) && sf::Keyboard::isKeyPressed(sf::Keyboard::X)) {
                player->setDirection(Player::right);
                player->Shoot();
                shotsFired++;
            }
        if(player->boundingBox.getGlobalBounds().intersects(floorCollider.getGlobalBounds())){
            if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z)) {
                    player->Jump();
            }
            if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z) && sf::Keyboard::isKeyPressed(sf::Keyboard::X)){
                player->Jump();
                player->Shoot();
                shotsFired++;
            }
            }
            if (!sf::Keyboard::isKeyPressed(sf::Keyboard::Right) &&
                     !sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){
                     player->setDirection(Player::none);
            }
        PlayerObject.move(player->getVelocity(), player->getGravity(floorCollider));
        enemy->positionBounds(EnemyObject);
        if(!enemy->checkCollision(player->boundingBox)){
            EnemyObject.move(enemy->Move(EnemyObject), 0);
        }
        player->positionBounds(PlayerObject);

        window.draw(background);
        window.draw(floorCollider);

        for(unsigned i = 0; i < world.TilesInView.size(); ++i){
            RenderTiles(world.TilesInView[i]->getTiles(), world.TilesInView[i], window);
        }
        sf::Texture playerTex = player->Update();
        sf::Texture enemyTex = enemy->Update();
        //playerTex.setSmooth(false);
        PlayerObject.setTexture(playerTex, true);
        EnemyObject.setTexture(enemyTex, true);
        RenderProjectiles(ProjsInView, window, projectile, player);
        window.draw(EnemyObject);
        window.draw(player->boundingBox);
        window.draw(PlayerObject);

        // Update the window
        window.display();
    }
    if(!out.fail()){
        accessStream(out, false, shotsFired);
        //out << shotsFired;
        //out << std::flush;
    }

    return 0;
}
开发者ID:ajmetal,项目名称:2D-platformer,代码行数:101,代码来源:game.cpp


注:本文中的Enemy::checkCollision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。