本文整理汇总了C++中raknet::BitStream::ResetWritePointer方法的典型用法代码示例。如果您正苦于以下问题:C++ BitStream::ResetWritePointer方法的具体用法?C++ BitStream::ResetWritePointer怎么用?C++ BitStream::ResetWritePointer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raknet::BitStream
的用法示例。
在下文中一共展示了BitStream::ResetWritePointer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: UpdateEnemy
void ServerApp::UpdateEnemy(double dt)
{
for (vector<ServerEnemy*>::iterator it = enemyList.begin(); it != enemyList.end(); ++it)
{
ServerEnemy* e = *it;
if (e->active)
{
// Update active enemy
Vector2 newPos = Vector2::MoveToPoint(Vector2(e->x_, e->y_), Vector2(s_screen_width * 0.5f, s_screen_height * 0.5f), e->speed * dt);
e->x_ = newPos.x;
e->y_ = newPos.y;
// Send data to everyone only if reset is required
if (newPos == Vector2(s_screen_width * 0.5f, s_screen_height * 0.5f))
{
// Send final position before resetting
RakNet::BitStream bs;
bs.Write((unsigned char)ID_UPDATE_ENEMY);
bs.Write(e->id);
bs.Write(e->x_);
bs.Write(e->y_);
rakpeer_->Send(&bs, HIGH_PRIORITY, RELIABLE_ORDERED, 0, UNASSIGNED_SYSTEM_ADDRESS, true);
// Send reset data to everyone
bs.ResetWritePointer();
bs.Write((unsigned char)ID_DESTROY_ENEMY);
bs.Write(e->id);
rakpeer_->Send(&bs, HIGH_PRIORITY, RELIABLE_ORDERED, 0, UNASSIGNED_SYSTEM_ADDRESS, true);
// Update base hp
--base_hp;
bs.ResetWritePointer();
bs.Write((unsigned char)ID_UPDATE_BASE);
bs.Write(base_hp);
rakpeer_->Send(&bs, HIGH_PRIORITY, RELIABLE_ORDERED, 0, UNASSIGNED_SYSTEM_ADDRESS, true);
e->Reset();
}
}
}
}
示例2: Update
//.........这里部分代码省略.........
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
DestroyProjectile(p);
bs.ResetWritePointer();
bs.Write((unsigned char)ID_DESTROY_PROJECTILE);
bs.Write(p->GetID());
rakpeer_->Send(&bs, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true);
}
}
}
/*int max = projectileUpdateList.size();
int count = 0;
for (vector<Projectile*>::iterator it2 = projectileUpdateList.begin(); it2 != projectileUpdateList.end(); ++it2)
{
Projectile* p2 = *it2;
if (p == p2)
{
break;