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📄 collision.cpp

📁 使用stl技术,(还没看,是听说的)
💻 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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