本文整理汇总了C++中MapEntity::is_shallow_water_obstacle方法的典型用法代码示例。如果您正苦于以下问题:C++ MapEntity::is_shallow_water_obstacle方法的具体用法?C++ MapEntity::is_shallow_water_obstacle怎么用?C++ MapEntity::is_shallow_water_obstacle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MapEntity
的用法示例。
在下文中一共展示了MapEntity::is_shallow_water_obstacle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: test_collision_with_ground
/**
* \brief Tests whether a point collides with the ground of the map.
*
* The ground is the terrain of the point. It is defined by the tiles and
* by the presence of entities that may change it
* (like dynamic tiles and destructible items).
*
* This method also returns true if the point is outside the map.
*
* \param layer Layer of the point.
* \param x X of the point in pixels.
* \param y Y of the point in pixels.
* \param entity_to_check The entity to check (used to decide what grounds are
* considered as obstacle).
* \param [out] found_diagonal_wall \c true if the ground under this point was
* a diagonal wall, unchanged otherwise.
* Your algorithm may decide to check more points if there is a diagonal wall.
* \return \c true if this point is on an obstacle.
*/
bool Map::test_collision_with_ground(
Layer layer,
int x,
int y,
const MapEntity& entity_to_check,
bool& found_diagonal_wall) const {
bool on_obstacle = false;
int x_in_tile, y_in_tile;
// If the point is outside the map, this is an obstacle.
if (test_collision_with_border(x, y)) {
return true;
}
// Get the ground property under this point.
Ground ground = get_ground(layer, x, y);
switch (ground) {
case GROUND_EMPTY:
case GROUND_TRAVERSABLE:
case GROUND_GRASS:
case GROUND_ICE:
// The square is not an obstacle.
on_obstacle = false;
break;
case GROUND_WALL:
// The square is entirely an obstacle.
on_obstacle = true;
break;
case GROUND_WALL_TOP_RIGHT:
case GROUND_WALL_TOP_RIGHT_WATER:
// The upper right half of the square is an obstacle
// so we have to test the position of the point in the square.
x_in_tile = x & 7;
y_in_tile = y & 7;
on_obstacle = y_in_tile <= x_in_tile;
found_diagonal_wall = true;
break;
case GROUND_WALL_TOP_LEFT:
case GROUND_WALL_TOP_LEFT_WATER:
// Same thing.
x_in_tile = x & 7;
y_in_tile = y & 7;
on_obstacle = y_in_tile <= 7 - x_in_tile;
found_diagonal_wall = true;
break;
case GROUND_WALL_BOTTOM_LEFT:
case GROUND_WALL_BOTTOM_LEFT_WATER:
x_in_tile = x & 7;
y_in_tile = y & 7;
on_obstacle = y_in_tile >= x_in_tile;
found_diagonal_wall = true;
break;
case GROUND_WALL_BOTTOM_RIGHT:
case GROUND_WALL_BOTTOM_RIGHT_WATER:
x_in_tile = x & 7;
y_in_tile = y & 7;
on_obstacle = y_in_tile >= 7 - x_in_tile;
found_diagonal_wall = true;
break;
case GROUND_LOW_WALL:
on_obstacle = entity_to_check.is_low_wall_obstacle();
break;
case GROUND_SHALLOW_WATER:
on_obstacle = entity_to_check.is_shallow_water_obstacle();
break;
case GROUND_DEEP_WATER:
on_obstacle = entity_to_check.is_deep_water_obstacle();
break;
case GROUND_HOLE:
on_obstacle = entity_to_check.is_hole_obstacle();
//.........这里部分代码省略.........