📄 tbadguyflags.h
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// Copyright 2002 Kenneth Guy,
//
// TBadGuyFlags.h
#ifndef _TBADGUYFLAGS_H_
#define _TBADGUYFLAGS_H_
/** \file TBadGuyFlags.h
defines class TBadGuyFlags */
/** class to contain enum for bitmask for TBadGuy::iFlags member.
Not contained in the TBadGuy class as it is used by the
path data for EPathLineSetClearFlags and the
path data array is used to generate the level files
from PC based code. */
class TBadGuyFlags {
public:
/** Bitmask for TBadGuy::iFlags */
enum TFlags {
ENothing = 0x0000, ///< Nothing set
EKillsPlayer = 0x0001, ///< Bad guy will damage players ship
EHealthBonus = 0x0002, ///< Adds health to players ship
ELifeBonus = 0x0004, ///< Gives player a new life
EWeaponBonus = 0x0008, ///< Add to stength of one of players Bullets
EInvunerable = 0x0010, ///< Bullets are stopped but don't damage this
ETransparent = 0x0020, ///< Bullets just pass by, used for collectables
ESimpleMoves = 0x0040, ///<just use velocity and flags to work out movement
EPathMove = 0x0080, ///< bad guys movement is define by path data
EBounceTop = 0x0100, ///<bounce against top of the screen
EBounceBottom = 0x0200, ///<bounce against bottom of the screen
EBounceLeft = 0x0400, ///<bounce against left of the screen
EBounceRight = 0x0800, ///<bounce against right of the screen
EHomingX = 0x1000, ///< home in on player horizontaly
EHomingY = 0x2000, ///< home in on player vertically
EMapRelative = 0x4000, ///< Velocity is relative to map not screen
};
};
#endif
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