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C++ PhysicalProperties::applyAcceleration方法代码示例

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


在下文中一共展示了PhysicalProperties::applyAcceleration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: prepSpriteForCollisionTesting

/*
	Done each frame before collision testing, it updates the "on tile" states
	and then applies acceleration and gravity to the sprite's velocity. Then it
	initializes the swept shape for the sprite.
*/
void Physics::prepSpriteForCollisionTesting(World *world, CollidableObject *sprite)
{
	// THIS GUY HAS ALL THE PHYSICS STUFF FOR THE SPRITE
	PhysicalProperties *pp = sprite->getPhysicalProperties();

	// APPLY ACCELERATION
	pp->applyAcceleration();

	// APPLY GRAVITY
	pp->incVelocity(0.0f, gravity);

	// NOW, IF THE SPRITE WAS ON A TILE LAST FRAME LOOK AHEAD
	// TO SEE IF IT IS ON A TILE NOW. IF IT IS, UNDO GRAVITY.
	// THIS HELPS US AVOID SOME PROBLEMS
	if (sprite->wasOnTileLastFrame())
	{
		// FIRST MAKE SURE IT'S SWEPT SHAPE ACCOUNTS FOR GRAVITY
		sprite->updateSweptShape(1.0f);

		// WE'LL LOOK THROUGH THE COLLIDABLE LAYERS
		vector<WorldLayer*> *layers = world->getLayers();
		for (int i = 0; i < world->getNumLayers(); i++)
		{
			WorldLayer *layer = layers->at(i);
			if (layer->hasCollidableTiles())
			{
				bool test = layer->willSpriteCollideOnTile(this, sprite);
				if (test)
				{
					sprite->setOnTileThisFrame(true);
					pp->setVelocity(pp->getVelocityX(), 0.0f);
					sprite->updateSweptShape(1.0f);
					return;
				}
				else
					cout << "What Happened?";
			}
		}
	}

	// INIT THE SWEPT SHAPE USING THE NEWLY APPLIED
	// VELOCITY. NOTE THAT 100% OF THE FRAME TIME
	// IS LEFT, DENOTED BY 1.0f
	sprite->updateSweptShape(1.0f);
}
开发者ID:CSE380Skulls,项目名称:ForceOfReaction,代码行数:50,代码来源:Physics.cpp


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