本文整理汇总了C++中SRect::GetBottomSegment方法的典型用法代码示例。如果您正苦于以下问题:C++ SRect::GetBottomSegment方法的具体用法?C++ SRect::GetBottomSegment怎么用?C++ SRect::GetBottomSegment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SRect
的用法示例。
在下文中一共展示了SRect::GetBottomSegment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: CheckCollision
void NPC::CheckCollision(float fSeconds, Map& map, Character& character) {
// Check collision
SRect bb = GetBoundingBox();
SRect newbb = bb + SVector2(mVelocity.x, 0.0f);
SRect rightbb = map.GetBoundingBoxFromSegment(newbb.GetRightSegment(),
*this, character);
SRect leftbb = map.GetBoundingBoxFromSegment(newbb.GetLeftSegment(), *this,
character);
// Right collision
if (mVelocity.x > 0.0f && rightbb.IsValid()) {
mNPCData.mPosition.x += static_cast<int>(rightbb.min.x - bb.max.x)
- 1.0f;
}
// Left collision
else if (mVelocity.x < 0.0f && leftbb.IsValid()) {
mNPCData.mPosition.x += static_cast<int>(leftbb.max.x - bb.min.x)
+ 1.0f;
} else {
mNPCData.mPosition.x += static_cast<int>(mVelocity.x);
}
// Check collision
newbb = bb + SVector2(0.0f, mVelocity.y);
SRect bottombb = map.GetBoundingBoxFromSegment(newbb.GetBottomSegment(),
*this, character);
SRect topbb = map.GetBoundingBoxFromSegment(newbb.GetTopSegment(), *this,
character);
// Bottom collision
if (mVelocity.y > 0.0f && bottombb.IsValid()) {
mNPCData.mPosition.y += static_cast<int>(bottombb.min.y - bb.max.y)
- 1.0f;
mVelocity.y = 0.0f;
Graphics_DebugRect(newbb + sOffset, 0xff00ff);
Graphics_DebugRect(bottombb + sOffset, 0xff0000);
}
// Top collision
else if (mVelocity.y < 0.0f && topbb.IsValid()) {
mNPCData.mPosition.y += static_cast<int>(topbb.max.y - bb.min.y) + 1.0f;
mVelocity.y = 0.0f;
Graphics_DebugRect(newbb + sOffset, 0xff00ff);
Graphics_DebugRect(topbb + sOffset, 0xff0000);
} else {
mNPCData.mPosition.y += static_cast<int>(mVelocity.y);
}
}
示例2: Update
void Character::Update(float deltaTime, const Map& map)
{
const float kSpeed = 500.0f;
//Check horizontal movement
if (Input_IsKeyDown(Keys::RIGHT))
{
mVelocity.x = kSpeed * deltaTime;
}
else if (Input_IsKeyDown(Keys::LEFT))
{
mVelocity.x = -kSpeed * deltaTime;
}
else
{
mVelocity.x = 0.0f;
}
// Check collision
SRect bb = GetBoundingBox();
SRect newbb = bb + SVector2(mVelocity.x, 0.0f);
SRect rightbb = map.GetBoundingBoxFromSegment(newbb.GetRightSegment());
SRect leftbb = map.GetBoundingBoxFromSegment(newbb.GetLeftSegment());
// Right collision
if (mVelocity.x > 0.0f && rightbb.IsValid())
{
mPosition.x += (int)(rightbb.min.x - bb.max.x) - 1.0f;
}
// Left collision
else if (mVelocity.x < 0.0f && leftbb.IsValid())
{
mPosition.x += (int)(leftbb.max.x - bb.min.x) + 1.0f;
}
else
{
mPosition.x += (int)mVelocity.x;
}
//Check vertical movement
//if (Input_IsKeyDown(Keys::DOWN))
//{
// mVelocity.y = kSpeed * deltaTime;
//}
//else if (Input_IsKeyDown(Keys::UP))
//{
// mVelocity.y = -kSpeed * deltaTime;
//}
//else
//{
// mVelocity.y = 0.0f;
//}
if(!mJumping && Input_IsKeyPressed(Keys::UP))
{
mVelocity.y = -30.0f;
mJumping = true;
}
else
{
mVelocity.y += 100.0f * deltaTime;
}
mVelocity.y = Min(mVelocity.y, 30.0f);
// Check collision
newbb = bb + SVector2(0.0f, mVelocity.y);
SRect bottombb = map.GetBoundingBoxFromSegment(newbb.GetBottomSegment());
SRect topbb = map.GetBoundingBoxFromSegment(newbb.GetTopSegment());
// Bottom collision
if(mVelocity.y > 0.0f && bottombb.IsValid())
{
mPosition.y += (int)(bottombb.min.y - bb.max.y) - 1.0f;
mVelocity.y = 0.0f;
mJumping = false;
}
// Top collision
else if(mVelocity.y < 0.0f && topbb.IsValid())
{
mPosition.y += (int)(topbb.max.y - bb.min.y) + 1.0f;
mVelocity.y = 0.0f;
}
else
{
mPosition.y += (int)mVelocity.y;
}
}
示例3: Update
void Character::Update(float deltaTime, const Map& map, const SVector2& renderOffset)
{
const float kSpeed = 256.0f;
// Check horizontal movement
if(Input_IsKeyDown(Keys::RIGHT))
{
mVelocity.x = kSpeed * deltaTime;
mSprite.SetRotation(1.575f);
}
else if(Input_IsKeyDown(Keys::LEFT))
{
mVelocity.x = -kSpeed * deltaTime;
mSprite.SetRotation(-1.575f);
}
else
{
mVelocity.x = 0.0f;
}
// Check collision
SRect bb = GetBoundingBox(renderOffset);
SRect newbb = bb + SVector2(mVelocity.x, 0.0f);
SLineSegment tempRightLS(newbb.GetRightSegment().from.x - renderOffset.x,
newbb.GetRightSegment().from.y - renderOffset.y,
newbb.GetRightSegment().to.x - renderOffset.x,
newbb.GetRightSegment().to.y - renderOffset.y);
SLineSegment tempLeftLS(newbb.GetLeftSegment().from.x - renderOffset.x,
newbb.GetLeftSegment().from.y - renderOffset.y,
newbb.GetLeftSegment().to.x - renderOffset.x,
newbb.GetLeftSegment().to.y - renderOffset.y);
SRect rightbb = map.GetBoudingBoxFromSegment(tempRightLS);
SRect leftbb = map.GetBoudingBoxFromSegment(tempLeftLS);
Graphics_DebugRect(bb, 0xF04BC3);
Graphics_DebugRect(newbb, 0x004BC3);
Graphics_DebugRect(rightbb, 0xF04B00);
Graphics_DebugRect(leftbb, 0xF000C3);
// Right Collision
if(mVelocity.x > 0.0f && rightbb.IsValid())
{
mPosition.x += static_cast<int>(rightbb.min.x - bb.max.x) - 1.0f;
}
// Left Collision
else if(mVelocity.x < 0.0f && leftbb.IsValid())
{
mPosition.x += static_cast<int>(leftbb.max.x - bb.min.x) + 1.0f;
}
else
{
mPosition.x += static_cast<int>(mVelocity.x);
}
// Check vertical movement
if(Input_IsKeyDown(Keys::DOWN))
{
mVelocity.y = kSpeed * deltaTime;
mSprite.SetRotation(3.15f);
}
else if(Input_IsKeyDown(Keys::UP))
{
mVelocity.y = -kSpeed * deltaTime;
mSprite.SetRotation(0.0f);
}
else
{
mVelocity.y = 0.0f;
}
// Check collision
newbb = bb + SVector2(0.0f, mVelocity.y);
SRect topbb = map.GetBoudingBoxFromSegment(newbb.GetTopSegment());
SRect bottombb = map.GetBoudingBoxFromSegment(newbb.GetBottomSegment());
// Top Collision
if(mVelocity.y < 0.0f && topbb.IsValid())
{
mPosition.y += static_cast<int>(topbb.max.y - bb.min.y) + 1.0f;
}
// Bottom Collision
else if(mVelocity.y > 0.0f && bottombb.IsValid())
{
mPosition.y += static_cast<int>(bottombb.min.y - bb.max.y) - 1.0f;
}
else
{
mPosition.y += static_cast<int>(mVelocity.y);
}
mPosition += mVelocity;
}