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C++ Projectile::GetOwner方法代码示例

本文整理汇总了C++中Projectile::GetOwner方法的典型用法代码示例。如果您正苦于以下问题:C++ Projectile::GetOwner方法的具体用法?C++ Projectile::GetOwner怎么用?C++ Projectile::GetOwner使用的例子?那么恭喜您, 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Projectile的用法示例。


在下文中一共展示了Projectile::GetOwner方法的3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);
	}
}
开发者ID:NothingMuch123,项目名称:Multiplayer-Assignment-2,代码行数:54,代码来源:Application.cpp

示例2: Update


//.........这里部分代码省略.........
	// Lab 13 Task 13 : Update network missiles
	/*for (MissileList::iterator missile = missiles_.begin(); missile != missiles_.end(); missile++)
	{
		if ((*missile)->Update(ships_, timedelta))
		{
			//havecollision
			delete*missile;
			missiles_.erase(missile);
			break;
		}
	}*/

	// Update enemies
	/*for (vector<Enemy*>::iterator it = enemyList.begin(); it != enemyList.end(); ++it)
	{
		Enemy* e = *it;
		if (e->GetActive())
		{
			bool reset = e->Update(timedelta);
			if (reset)
			{
				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);
开发者ID:NothingMuch123,项目名称:Multiplayer-Assignment-2,代码行数:66,代码来源:Application.cpp

示例3: OnObjectCollision

void ServerArena::OnObjectCollision(GLib::Object3D* pObjectA, GLib::Object3D* pObjectB)
{
	GLib::ObjectType typeA = pObjectA->GetType();
	GLib::ObjectType typeB = pObjectB->GetType();

	// Player - Projectile collision only.
	if((pObjectB->GetType() == GLib::PLAYER && pObjectA->GetType() == GLib::PROJECTILE) || (pObjectB->GetType() == GLib::PROJECTILE && pObjectA->GetType() == GLib::PLAYER))
	{
		Projectile* projectile = pObjectA->GetType() == GLib::PROJECTILE ? (Projectile*)pObjectA : (Projectile*)pObjectB;
		Player* player = pObjectA->GetType() == GLib::PLAYER ? (Player*)pObjectA : (Player*)pObjectB;

		if(projectile->GetOwner() == player->GetId())
			return;

		if(mServer->GetArenaState() != SHOPPING_STATE && !player->GetEliminated())
		{
			// Checks what skill the projectile is and uses the XML data to determine the skill attributes
			// depending on the skill level.
			projectile->HandlePlayerCollision(player, this, mServer->GetItemLoader());

			// Add status effect if there is any.
			StatusEffect* statusEffect = projectile->GetStatusEffect(mServer->GetItemLoader());
			if(statusEffect != nullptr)
				player->AddStatusEffect(statusEffect);

			// Set hurt animation.
			if(player->GetCurrentAnimation() != 7) // Death animation
				player->SetAnimation(6, 0.4f);

			// Add lifesteal life.
			Player* owner = (Player*)mWorld->GetObjectById(projectile->GetOwner());
			owner->SetCurrentHealth(owner->GetCurrentHealth() + owner->GetLifeSteal());

			// Let the clients now about the changes immediately.
			BroadcastWorld();

			// Tell all clients about the collision.
			RakNet::BitStream bitstream;
			bitstream.Write((unsigned char)NMSG_PROJECTILE_PLAYER_COLLISION);
			bitstream.Write(projectile->GetId());	// Projectile Id.
			bitstream.Write(player->GetId());	// Player Id.
			mServer->SendClientMessage(bitstream);

			gConsole->AddLine("Projectile - Player collision (" + to_string(player->GetId()) + ", " + to_string(projectile->GetId())+ ")");
		}

		// Remove the projectile.
		projectile->Kill();
	}
	else if(pObjectA->GetType() == GLib::PROJECTILE && pObjectB->GetType() == GLib::PROJECTILE)
	{
		Projectile* projectileA = (Projectile*)pObjectA;
		Projectile* projectileB = (Projectile*)pObjectB;

		if(projectileA->GetOwner() != projectileB->GetOwner())
		{
			pObjectA->Kill();
			pObjectB->Kill();

			// Tell all clients about the collision.
			RakNet::BitStream bitstream;
			bitstream.Write((unsigned char)NMSG_PROJECTILE_PROJECTILE_COLLISION);
			mServer->SendClientMessage(bitstream);
		}
	}
}
开发者ID:simplerr,项目名称:Project-Warlock-Server,代码行数:66,代码来源:ServerArena.cpp


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