本文整理汇总了C++中Obstacle::moveObstacle方法的典型用法代码示例。如果您正苦于以下问题:C++ Obstacle::moveObstacle方法的具体用法?C++ Obstacle::moveObstacle怎么用?C++ Obstacle::moveObstacle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Obstacle
的用法示例。
在下文中一共展示了Obstacle::moveObstacle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:
void
update()
{
Obstacle tmpObj = vehicle;
tmpObj.moveObstacle();
//MapNode *location =currMap.getNode(tmpObj.getOrigin());
//MapNode *currLocation =currMap.getNode(vehicle.getOrigin());
if (processCollision(tmpObj)) //process collisions and damage taken
{
//make accomodations to ensure that
vehicle.setSpeed(0);
vehicle.moveObstacle();
}
vehicle.moveObstacle();
translate(0,0,vehicle.getSpeed());
if(activeBeam) //do not respond to events when beam is activated-drop vehicle velocity to zero
{
vehicle.setSpeed( -vehicle.getSpeed());
return;
}
//if (speed>0)
if ( vehicle.getSpeed()>0 )
vehicle.setSpeed(vehicle.getSpeed()-0.001f);
else
vehicle.setSpeed(0);
//move the enemy player
controller.advanceCharacter();
display();
}
示例2: Snowball
void
update()
{
Obstacle tmpObj = vehicle;
tmpObj.moveObstacle();
//MapNode *location =currMap.getNode(tmpObj.getOrigin());
//MapNode *currLocation =currMap.getNode(vehicle.getOrigin());
if (processCollision(tmpObj)) //process collisions and damage taken
{
//make accomodations to ensure that
vehicle.setSpeed(0);
vehicle.moveObstacle();
}
vehicle.moveObstacle();
translate(0,0,vehicle.getSpeed());
if(activeBeam) //do not respond to events when beam is activated-drop vehicle velocity to zero
{
vehicle.setSpeed( -vehicle.getSpeed());
return;
}
//if (speed>0)
if ( vehicle.getSpeed()>0 )
vehicle.setSpeed(vehicle.getSpeed()-0.001f);
else
vehicle.setSpeed(0);
//move the enemy player
controller.advanceCharacter();
//if NPC is throwing snowball then handle it
//create a snowball projectile
if(npc.getCurrentState()==RELEASE_SNOWBALL)
{
Snowball *newSnowball = new Snowball( SNOWBALLID,
npc.getOrigin(), //startPoint
vehicle.getOrigin(),// endPoint
npc.getSnowRadius(),
snowballSpeed, //speed at which the snowball flies through the air
minCoords, //the coords that the snowball will crash and dissolve
maxCoords,
snowballDamage,
snowballGravity,
snowballAirFriction,
textures[FLOORID]
);
projectiles.push_back(newSnowball);
}
//manage snowballs and the damage inflicted on the vehicle
advanceProjectiles();
display();
}