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C++ MovingObject类代码示例

本文整理汇总了C++中MovingObject的典型用法代码示例。如果您正苦于以下问题:C++ MovingObject类的具体用法?C++ MovingObject怎么用?C++ MovingObject使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了MovingObject类的15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: DetectCollisionWithObj

CollisionDirection CollisionHandler::DetectCollisionWithObj(MovingObject& _obj, DisplayableObject& _ref)
{
	if (_obj.GetID() == _ref.GetID())
		return NO_COL;

	return DetectCollisionWithRect(_obj.GetCoordinates(), _ref.GetCoordinates());
}
开发者ID:Nhacsam,项目名称:SuperMarioWorld,代码行数:7,代码来源:CollisionHandler.cpp

示例2:

void
FlipLevelTransformer::transform_moving_object(float height, MovingObject& object)
{
  Vector pos = object.get_pos();
  pos.y = height - pos.y - object.get_bbox().get_height();
  object.set_pos(pos);
}
开发者ID:maxteufel,项目名称:supertux,代码行数:7,代码来源:flip_level_transformer.cpp

示例3: color

void
Sector::draw(DrawingContext& context)
{
  context.set_ambient_color( ambient_light );
  context.push_transform();
  context.set_translation(camera->get_translation());

  for(auto i = gameobjects.begin(); i != gameobjects.end(); ++i) {
    GameObjectPtr& object = *i;
    if(!object->is_valid())
      continue;

    if (draw_solids_only)
    {
      TileMap* tm = dynamic_cast<TileMap*>(object.get());
      if (tm && !tm->is_solid())
        continue;
    }

    object->draw(context);
  }

  if(show_collrects) {
    Color color(1.0f, 0.0f, 0.0f, 0.75f);
    for(auto i = moving_objects.begin(); i != moving_objects.end(); ++i) {
      MovingObject* object = *i;
      const Rectf& rect = object->get_bbox();

      context.draw_filled_rect(rect, color, LAYER_FOREGROUND1 + 10);
    }
  }

  context.pop_transform();
}
开发者ID:hongtaox,项目名称:supertux,代码行数:34,代码来源:sector.cpp

示例4: try_break

HitResponse
Brick::collision(GameObject& other, const CollisionHit& hit_){

  Player* player = dynamic_cast<Player*> (&other);
  if (player) {
    if (player->does_buttjump) try_break(player);
    if (player->is_stone() && player->get_velocity().y >= 280) try_break(player); // stoneform breaks through bricks
  }

  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
  if(badguy) {
    // hit contains no information for collisions with blocks.
    // Badguy's bottom has to be below the top of the brick
    // SHIFT_DELTA is required to slide over one tile gaps.
    if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > bbox.get_top() + SHIFT_DELTA ) ){
      try_break(player);
    }
  }
  Portable* portable = dynamic_cast<Portable*> (&other);
  if(portable) {
    MovingObject* moving = dynamic_cast<MovingObject*> (&other);
    if(moving->get_bbox().get_top() > bbox.get_bottom() - SHIFT_DELTA) {
      try_break(player);
    }
  }
  Explosion* explosion = dynamic_cast<Explosion*> (&other);
  if(explosion && explosion->hurts()) {
    try_break(player);
  }
  IceCrusher* icecrusher = dynamic_cast<IceCrusher*> (&other);
  if(icecrusher && coin_counter == 0)
    try_break(player);
  return Block::collision(other, hit_);
}
开发者ID:leyyin,项目名称:supertux,代码行数:34,代码来源:brick.cpp

示例5: try_drop

HitResponse
BonusBlock::collision(GameObject& other, const CollisionHit& hit_){

  Player* player = dynamic_cast<Player*> (&other);
  if (player) {
    if (player->does_buttjump)
      try_drop(player);
  }

  BadGuy* badguy = dynamic_cast<BadGuy*> (&other);
  if(badguy) {
    // hit contains no information for collisions with blocks.
    // Badguy's bottom has to be below the top of the block
    // SHIFT_DELTA is required to slide over one tile gaps.
    if( badguy->can_break() && ( badguy->get_bbox().get_bottom() > bbox.get_top() + SHIFT_DELTA ) ){
      try_open(player);
    }
  }
  Portable* portable = dynamic_cast<Portable*> (&other);
  if(portable) {
    MovingObject* moving = dynamic_cast<MovingObject*> (&other);
    if(moving->get_bbox().get_top() > bbox.get_bottom() - SHIFT_DELTA) {
      try_open(player);
    }
  }
  return Block::collision(other, hit_);
}
开发者ID:carriercomm,项目名称:supertux,代码行数:27,代码来源:bonus_block.cpp

示例6: switch

bool
MrIceBlock::collision_squished(GameObject& object)
{
  switch(ice_state) {
    case ICESTATE_KICKED:
    case ICESTATE_NORMAL:
      squishcount++;
      if(squishcount >= MAXSQUISHES) {
        kill_fall();
        return true;
      }

      set_state(ICESTATE_FLAT);
      nokick_timer.start(NOKICK_TIME);
      break;
    case ICESTATE_FLAT:
      {
	MovingObject* movingobject = dynamic_cast<MovingObject*>(&object);
	if (movingobject && (movingobject->get_pos().x < get_pos().x)) {
	  dir = RIGHT;
	} else {
	  dir = LEFT;
	}
      }
      if (nokick_timer.check()) set_state(ICESTATE_KICKED);
      break;
    case ICESTATE_GRABBED:
      assert(false);
      break;
  }

  Player* player = dynamic_cast<Player*>(&object);
  if (player) player->bounce(*this);
  return true;
}
开发者ID:slackstone,项目名称:tuxjunior,代码行数:35,代码来源:mriceblock.cpp

示例7: onEvent

void NewCharacterReadListener::onEvent(const std::string &_eventType, Event* _event)
{
	MovingObject *character = _event->GetMovingObject();
	if (character->GetName() == "Mario")
		m_gameEngine->SetMarioInitialPosition(character->GetPosition());

	m_gameEngine->AddCharacterToArray(character);
	m_gameEngine->AddForegroundItemToArray(character);
}
开发者ID:tcsilver,项目名称:SuperMarioWorld,代码行数:9,代码来源:NewCharacterReadListener.cpp

示例8: UpdateCharacterPosition

void GameEngine::UpdateCharacterPosition(MovingObject& _character, float _dt)
{
	unsigned int id = _character.GetID();

	_character.UpdatePosition(_dt);

	sf::Vector2f pos = _character.GetPosition();
	m_listForegroundItems[id]->SetX(pos.x);
	m_listForegroundItems[id]->SetY(pos.y);
}
开发者ID:tcsilver,项目名称:SuperMarioWorld,代码行数:10,代码来源:GameEngine.cpp

示例9: ReactToCollisionsWithObj

void CollisionHandler::ReactToCollisionsWithObj(MovingObject& _obj, DisplayableObject& _ref, CollisionDirection _direction)
{
	ReactToCollision(_obj, _ref.GetCoordinates(), _direction);

	_obj.UpdateAfterCollision(Util::OppositeCollisionDirection(_direction), _ref.GetClass()); // Updates the state of the object, not its coordinates
	_obj.SetPosition(m_gameEngine->GetCoordinatesOfForegroundItem(_obj.GetID()));

	_ref.UpdateAfterCollision(_direction, _obj.GetClass());

	SendNewObjectPositionToGFX(_ref);
}
开发者ID:Nhacsam,项目名称:SuperMarioWorld,代码行数:11,代码来源:CollisionHandler.cpp

示例10: getInput

void Game::getInput()
{
    m_player->doSomething();

    for (list<MovingObject*>::iterator it = m_movingobjects.begin(); it != m_movingobjects.end(); it++)
    {
        MovingObject* current = *it;
        current->doSomething();
        if (m_reset)
            return;
    }
}
开发者ID:rhatgadkar,项目名称:TilePlatformer,代码行数:12,代码来源:game.cpp

示例11: kill_fall

bool
MrIceBlock::collision_squished(GameObject& object)
{
  Player* player = dynamic_cast<Player*>(&object);
  if(player && (player->does_buttjump || player->is_invincible())) {
    player->bounce(*this);
    kill_fall();
    return true;
  }

  switch(ice_state) {
    case ICESTATE_KICKED:
    {
      BadGuy* badguy = dynamic_cast<BadGuy*>(&object);
      if (badguy) {
        badguy->kill_fall();
        break;
      }
    }

    // fall through
    case ICESTATE_NORMAL:
    {
      squishcount++;
      if (squishcount >= MAXSQUISHES) {
        kill_fall();
        return true;
      }
    }

    set_state(ICESTATE_FLAT);
    nokick_timer.start(NOKICK_TIME);
    break;
    case ICESTATE_FLAT:
    {
      MovingObject* movingobject = dynamic_cast<MovingObject*>(&object);
      if (movingobject && (movingobject->get_pos().x < get_pos().x)) {
        dir = RIGHT;
      } else {
        dir = LEFT;
      }
    }
    if (nokick_timer.check()) set_state(ICESTATE_KICKED);
    break;
    case ICESTATE_GRABBED:
      assert(false);
      break;
  }

  if (player) player->bounce(*this);
  return true;
}
开发者ID:gabixdev,项目名称:supertux,代码行数:52,代码来源:mriceblock.cpp

示例12: kill_fall

bool
Snail::collision_squished(GameObject& object)
{
  if (m_frozen)
    return WalkingBadguy::collision_squished(object);

  Player* player = dynamic_cast<Player*>(&object);
  if (player && (player->m_does_buttjump || player->is_invincible())) {
    kill_fall();
    player->bounce(*this);
    return true;
  }

  switch (state) {

    case STATE_KICKED:
    case STATE_NORMAL:

      // Can't stomp in midair
      if (!on_ground())
        break;

      squishcount++;
      if (squishcount >= MAX_SNAIL_SQUISHES) {
        kill_fall();
        return true;
      }
      SoundManager::current()->play("sounds/stomp.wav", get_pos());
      be_flat();
      break;

    case STATE_FLAT:
      SoundManager::current()->play("sounds/kick.wav", get_pos());
      {
        MovingObject* movingobject = dynamic_cast<MovingObject*>(&object);
        if (movingobject && (movingobject->get_pos().x < get_pos().x)) {
          m_dir = Direction::RIGHT;
        } else {
          m_dir = Direction::LEFT;
        }
      }
      be_kicked();
      break;
    case STATE_GRABBED:
    case STATE_KICKED_DELAY:
      break;

  }

  if (player) player->bounce(*this);
  return true;
}
开发者ID:HybridDog,项目名称:supertux,代码行数:52,代码来源:snail.cpp

示例13: getMovingObject

void Row::addMovingObjects(std::string type, int distanceBetween, int num ){
    MovingObject* first = getMovingObject(type);
    distanceBetweenMovingObjects = distanceBetween;
    float x = first->getX();
    int width = first->getWidth();
    movingObjects.push_back(first);
    for(int i =1; i < num; i++){
        x -= (distanceBetween + width);
        MovingObject* entry = getMovingObject(type);
        entry->setX(x);
        movingObjects.push_back(entry);
    }
}
开发者ID:nboneh,项目名称:Frogger3D,代码行数:13,代码来源:row.cpp

示例14: evade

Vector4 SteeringBehavior::evade(Handle &p_pursuer_handle){
	IHasHandle* tmp;
	MovingObject* pursuer;
	Vector4 toPursuer;
	float look_ahead_time;

	tmp = theWorld.get(p_pursuer_handle);
	if (pursuer = dynamic_cast<MovingObject*>(tmp)){
		toPursuer = pursuer->getPosition() - owner->getPosition();
		look_ahead_time = toPursuer.length() / (owner->getMaxSpeed() + pursuer->getSpeed());
		return flee(pursuer->getPosition() + pursuer->getVelocity() * look_ahead_time);
	}
	else {
		off(BehaviorType::evade);
	}
	return Vector4();
}
开发者ID:5-second-rule,项目名称:game,代码行数:17,代码来源:SteeringBehavior.cpp

示例15: SendCharacterPosition

// Broadcast character's position
void GameEngine::SendCharacterPosition(int _indexCharacter)
{
	MovingObject *character = m_characters[_indexCharacter];
	if (character == NULL || character->IsDead())
		return;

	InfoForDisplay info = character->GetInfoForDisplay();
	Event posInfo(&info);
	m_eventEngine->dispatch(CHAR_POS_UPDATED, &posInfo);
#ifdef DEBUG_MODE
	if (_indexCharacter == m_indexMario)
	{
		*m_debugInfo = character->GetDebugInfo();
		Event debugInfo(m_debugInfo);
		m_eventEngine->dispatch(DEBUG_INFO_UPDATED, &debugInfo);
	}
#endif
}
开发者ID:tcsilver,项目名称:SuperMarioWorld,代码行数:19,代码来源:GameEngine.cpp


注:本文中的MovingObject类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。