📄 game_object.cpp
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/* Copyright (C) Steve Rabin, 2000. * All rights reserved worldwide. * * This software is provided "as is" without express or implied * warranties. You may freely copy and compile this source into * applications you distribute provided that the copyright text * below is included in the resulting source code, for example: * "Portions Copyright (C) Steve Rabin, 2000" */////////////////////////////////////////////////////////////////// Filename: game_object.cpp//// Author: Steve Rabin// E-mail: stevera@noa.nintendo.com// From the book "Game Programming Gems"// From the article "Designing a General Robust AI Engine"//// Brief Disclaimer:// This code is free to use for commercial use and is in the// public domain. You may distribute, copy, modify, or use as// is as long as this information is present. This code makes// no guarantees written or implied and is provided solely as// an example. Have a nice day!//// Purpose:// This file contains the code to initialize and update// game objects.////////////////////////////////////////////////////////////////#include "game_object.h"#include "msgroute.h"void GOInitialize( GameObject* go, unsigned int unique_id ){ go->unique_id = unique_id; //State Machine variables go->state = 0; go->next_state = 0; go->state_machine_id = (FSM_Type)0; go->force_state_change = false; go->bMarkedForDeletion = false; go->goNext = 0;}void GOUpdate( GameObject* go ){ MsgObject msg; msg.name = MSG_RESERVED_Update; msg.receiver_id = go->unique_id; msg.sender_id = go->unique_id; RouteMessage( &msg );}void GODraw( GameObject* go ){ //Put drawing code here}
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