本文整理汇总了C++中Projectile::GetDamage方法的典型用法代码示例。如果您正苦于以下问题:C++ Projectile::GetDamage方法的具体用法?C++ Projectile::GetDamage怎么用?C++ Projectile::GetDamage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Projectile
的用法示例。
在下文中一共展示了Projectile::GetDamage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: Shoot
void Application::Shoot(Projectile::PROJECTILE_TYPE type)
{
Projectile* p = FetchProjectile();
if (p)
{
float posX = ships_.at(0)->GetX();
float posY = ships_.at(0)->GetY();
switch (type)
{
case Projectile::PROJ_BULLET:
{
// TODO: Find pos
p->Init(ships_.at(0), type, posX, posY, ships_.at(0)->GetW());
p->SetDamage(1);
p->SetSpeed(400.f);
bulletShootTimer = 0.f;
}
break;
case Projectile::PROJ_SEEKING_MISSLE:
{
// TODO: Find pos
p->Init(ships_.at(0), type, posX, posY, ships_.at(0)->GetW());
p->SetDamage(5);
p->SetSpeed(250.f);
p->SetTarget(FindNearest());
missileShootTimer = 0.f;
}
break;
}
RakNet::BitStream bs;
bs.Write((unsigned char)ID_SHOOT);
bs.Write(p->GetID());
bs.Write(p->GetType());
bs.Write(p->GetX());
bs.Write(p->GetY());
bs.Write(p->GetW());
bs.Write(p->GetVelocityX());
bs.Write(p->GetVelocityY());
bs.Write(p->GetSpeed());
bs.Write(p->GetDamage());
bs.Write(p->GetOwner()->GetID());
// Send target if available
if (p->GetTarget())
{
bs.Write(p->GetTarget()->GetID());
}
else
{
bs.Write(-1);
}
rakpeer_->Send(&bs, HIGH_PRIORITY, RELIABLE_ORDERED, 0, UNASSIGNED_SYSTEM_ADDRESS, true);
}
}
示例2: Update
//.........这里部分代码省略.........
RakNet::BitStream bs;
bs.Write((unsigned char)ID_DESTROY_ENEMY);
bs.Write(e->GetID());
rakpeer_->Send(&bs, HIGH_PRIORITY, RELIABLE_ORDERED, 0, UNASSIGNED_SYSTEM_ADDRESS, true);
}
}
}*/
// Update projectile
for (vector<Projectile*>::iterator it = projectileList.begin(); it != projectileList.end(); ++it)
{
Projectile* p = *it;
if (/*p->GetOwner() == ships_.at(0) && */p->GetActive()) // Only update your own projectile
{
bool reset = p->Update(timedelta);
RakNet::BitStream bs;
if (reset)
{
DestroyProjectile(p);
bs.Write((unsigned char)ID_DESTROY_PROJECTILE);
bs.Write(p->GetID());
rakpeer_->Send(&bs, HIGH_PRIORITY, RELIABLE_ORDERED, 0, UNASSIGNED_SYSTEM_ADDRESS, true);
}
else
{
for (vector<Enemy*>::iterator it2 = enemyList.begin(); it2 != enemyList.end(); ++it2)
{
Enemy* e = *it2;
if (e->GetActive())
{
bool collision = p->CollideWith(e);
if (collision)
{
int newHP = e->Injure(p->GetDamage());
if (newHP <= 0)
{
RakNet::BitStream bs;
// Add score to player
p->GetOwner()->AddScore(100);
bs.Write((unsigned char)ID_UPDATE_SCORE);
bs.Write(p->GetOwner()->GetID());
bs.Write(p->GetOwner()->GetScore());
rakpeer_->Send(&bs, HIGH_PRIORITY, RELIABLE_ORDERED, 0, UNASSIGNED_SYSTEM_ADDRESS, true);
// Destroy enemy
DestroyEnemy(e);
// Send to server to destroy enemy
bs.ResetWritePointer();
bs.Write((unsigned char)ID_DESTROY_ENEMY);
bs.Write(e->GetID());
rakpeer_->Send(&bs, HIGH_PRIORITY, RELIABLE_ORDERED, 0, UNASSIGNED_SYSTEM_ADDRESS, true);
}
else
{
// Send to server to injure enemy
RakNet::BitStream bs;
bs.ResetWritePointer();
bs.Write((unsigned char)ID_INJURE_ENEMY);
bs.Write(e->GetID());
bs.Write(e->GetHP());
rakpeer_->Send(&bs, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true);
}
// Reset projectile