📄 collision.cpp
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/******************************************************************************
* This source code is part of Bad Camel Gaming
* Copyright (C) 2002 Zephie Greyvenstein
* See Readme.html for acknowledgements
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*****************************************************************************/
/******************************************************************************
* FILENAME : collision.cpp
* DESCRIPTION : Collision response class
* AUTHOR : Zephie Greyvenstein
*****************************************************************************/
#include "collision.h"
#include "oasisObject.h"
#include "oasisSound.h"
collision::collision( ) {
}
collision::~collision( ) {
}
void collision::collided( physical *obj, CollisionInfo &info ) {
/// This is a really rough way of showing how you can do something
/// using this system. No special checking is done here.
if ( info.depth > 0.1 ) {
sound *hitSound = static_cast< object* >( obj )->getSound( "hit" );
if ( !hitSound->isPlaying( ) ) {
hitSound->play( );
}
}
}
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