本文整理汇总了C++中cPlayer::Death方法的典型用法代码示例。如果您正苦于以下问题:C++ cPlayer::Death方法的具体用法?C++ cPlayer::Death怎么用?C++ cPlayer::Death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类cPlayer
的用法示例。
在下文中一共展示了cPlayer::Death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: WinMain
//.........这里部分代码省略.........
//====================================================Background
background1.update();
// background2.update();
//========================================================================
// COLLISIONS
//=======================================================================
list<cEnemy*>::iterator index;
vector<cShot*>::iterator iter;
//Loop through enemy ships
for(index = eShips.begin(); index != eShips.end(); ++index)
{
//Loop through shots
for(iter = gShots.begin(); iter!=gShots.end(); ++iter)
{
//If enemy ship is shot
if((*iter)->collidedWith((*iter)->getBoundingRect(),(*index)->getBoundingRect()) && (*iter)->getShooter() == 0)
{
score++; //update score
sprintf_s( gScoreStr, 50, "Score: %d", score);
(*iter)->setActive(false); //Remove shot
(*index)->setActive(false); //Remover enemy ship
OutputDebugString("Collision!!");
}
//If player is shot
if((*iter)->collidedWith((*iter)->getBoundingRect(),theShip.getBoundingRect()) && (*iter)->getShooter() == 1)
{
//PLAYER DEATH
(*iter)->setActive(false); //Remove shot
theShip.Death(); //Kill player
OutputDebugString("Death");
}
//If shot leaves screen bounds
if((*iter)->getSpritePos2D().x < clientBounds.left || (*iter)->getSpritePos2D().x > clientBounds.right)
{
(*iter)->setActive(false); //Remove shot
}
}
//If enemy ship leaves screen bounds
if((*index)->getSpritePos().x < 30
||
(*index)->getSpritePos().y > clientBounds.bottom+300 ||
(*index)->getSpritePos().y < clientBounds.top-300)
{
(*index)->setActive(false); //Remove enemy ship
}
}
d3dMgr->beginRender();
theBackbuffer = d3dMgr->getTheBackBuffer();
d3dMgr->updateTheSurface(aSurface, theBackbuffer);
d3dMgr->releaseTheBackbuffer(theBackbuffer);
d3dxSRMgr->beginDraw();
// d3dxSRMgr->setTheTransform(background1.getSpriteTransformMatrix());
// d3dxSRMgr->drawSprite(background1.getTexture(),&background1.getRect(),NULL,NULL,0xFFFFFFFF);
//=====================================================ship