📄 bonus.inl
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/*****************************************************************************
*
* Bonus.inl
*
* Electrical Engineering Faculty - Software Lab
* Spring semester 1998
*
* Tanks game
*
* Contents: Inline functions implementations.
*
* Authors: Eran Yariv - 28484475
* Moshe Zur - 24070856
*
*
* Date: 23/09/98
*
******************************************************************************/
inline
CBonus::~CBonus()
{}
inline StateType
CBonus::CalcState (DWORD dwCurTime)
{
if ((BONUS_NONE == m_Type) || // Either the bonus is taken already or,
(m_uLifeSpan < dwCurTime - m_uStartTime)) // it's life span is exhausted
return STATE_DEAD;
return STATE_ALIVE;
}
inline ObjectHeightType
CBonus::GetHeight()
{
return LOWER_LEVEL;
}
inline HIMAGE
CBonus::GetImage()
{
m_GlobalImageManager.UpdateImage (m_hImage, m_bImageChanged);
return m_hImage;
}
inline CReaction
CBonus::React(CGameObject *pTo)
{
if (TANK == pTo->GetType() && CollidesWith(pTo)) { // The first tank gets it all:
BonusType OldType = m_Type;
m_Type = BONUS_NONE;
return CReaction(0, TERR_EMPTY, OldType);
}
return CReaction(); // By default bonus type is BONUS_NONE
}
inline GameObjectType
CBonus::GetType()
{
return BONUS;
}
inline BonusType
CBonus::GetBonusType ()
{
return m_Type;
}
inline void
CBonus::Kill ()
{
m_Type = BONUS_NONE; // Notify dead state
}
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