本文整理汇总了C++中PlayerEntity::OnDamage方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerEntity::OnDamage方法的具体用法?C++ PlayerEntity::OnDamage怎么用?C++ PlayerEntity::OnDamage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PlayerEntity
的用法示例。
在下文中一共展示了PlayerEntity::OnDamage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: OnCollision
void EnemyEntity::OnCollision(const CollisionEvent &event)
{
if (event.GetType() == CollisionEventType::OnEnter && !bIsDead)
{
Log("ENEMY colidiu");
Entity *other = event.GetOtherEntity();
if ((other != nullptr && other->GetClassName() == "OptimistPlayer") ||
(other != nullptr && other->GetClassName() == "RealistPlayer") ||
(other != nullptr && other->GetClassName() == "PessimistPlayer"))
{
PlayerEntity *player = static_cast<PlayerEntity *>(other);
// Stop player movement
player->StopPlayerMovement();
player->SetIsInputEnabled(false);
// Define a vector to push the player
b2Vec2 vecToPush = b2Vec2(0, 0);
// Find where the player comes
if (gPhysics->RayCast(pBody, b2Vec2(0, -0.32f)) ||
gPhysics->RayCast(pBody, b2Vec2(0.16f, -0.32f)) ||
gPhysics->RayCast(pBody, b2Vec2(-0.16f, -0.32f)))
{
Log("Push player up");
vecToPush = b2Vec2(0.0f, -1.0f);
}
else if (gPhysics->RayCast(pBody, b2Vec2(0, 0.32f)) ||
gPhysics->RayCast(pBody, b2Vec2(0.16f, 0.32f)) ||
gPhysics->RayCast(pBody, b2Vec2(-0.16f, 0.32f)))
{
Log("Push player down");
vecToPush = b2Vec2(0.0f, 1.0f);
}
else if (gPhysics->RayCast(pBody, b2Vec2(-0.32f, 0.0f)) ||
gPhysics->RayCast(pBody, b2Vec2(-0.32f, 0.16f)) ||
gPhysics->RayCast(pBody, b2Vec2(-0.32f, -0.16f)))
{
Log("Push player left");
vecToPush = b2Vec2(-1.0f, 0.0f);
}
else if (gPhysics->RayCast(pBody, b2Vec2(0.32f, 0.0f)) ||
gPhysics->RayCast(pBody, b2Vec2(0.32f, 0.16f)) ||
gPhysics->RayCast(pBody, b2Vec2(0.32f, -0.16f)))
{
Log("Push player right");
vecToPush = b2Vec2(1.0f, 0.0f);
}
s32 damageToPlayer = (player->GetDefensePower() - sEnemy.iAttackPower) + (rand() % 3 + 1);
if (damageToPlayer < 0)
damageToPlayer = 0;
//Do damage to the player
player->OnDamage(vecToPush, u32(damageToPlayer));
s32 damageEnemyBase = player->GetAttackPower() - sEnemy.iDefensePower + (rand() % 3 + 1);
if (damageEnemyBase < 0)
damageEnemyBase = 0;
//Receive damage
this->OnDamage(u32(damageEnemyBase));
}
}
}