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📄 ball.cpp

📁 一个symbian上成熟的小游戏源码
💻 CPP
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// Ball.cpp: implementation of the CBall class.
//
//////////////////////////////////////////////////////////////////////

#include "Ball.h"
#include <e32math.h>
#define PI 3.1415926

CBall::CBall()
{
	Init();
}
CBall::~CBall()
{
}

void CBall::ConstructL(CFbsBitmap* aBmp,CFbsBitmap* aBmpMask,TInt aCellWidth/*=0*/,TInt aCellHeight/*=0*/)
{
	CSprite::ConstructL(aBmp,aBmpMask,aCellWidth,aCellHeight);
}

CBall* CBall::NewL( CFbsBitmap* aBmp,CFbsBitmap* aBmpMask,TInt aCellWidth/*=0*/,TInt aCellHeight/*=0*/ )
{
	CBall* self=CBall::NewLC(aBmp,aBmpMask,aCellWidth,aCellHeight);
	CleanupStack::Pop();
	return self;
}

CBall* CBall::NewLC( CFbsBitmap* aBmp,CFbsBitmap* aBmpMask,TInt aCellWidth/*=0*/,TInt aCellHeight/*=0*/ )
{
	CBall* self=new(ELeave)CBall;
	CleanupStack::PushL(self);
	self->ConstructL(aBmp,aBmpMask,aCellWidth,aCellHeight);
	return self;
}

void CBall::Init()
{
	iX=0;
	iY=0;
	iSpeedX=0;
	iSpeedY=0;
	iRect.SetRect(0,0,0,0);
}

void CBall::SetActiveRect( const TRect& aRect )
{
	iRect=aRect;	
}

void CBall::SetSpeed( TInt aX,TInt aY )
{
	iSpeedX=aX;
	iSpeedY=aY;
}

void CBall::CollideWithActiveRect()
{
	//预计位置
	TInt px=iX+iSpeedX;
	TInt py=iY+iSpeedY;

	TBool reachTop=EFalse;
	TBool reachRight=EFalse;
	TBool reachLeft=EFalse;
	TBool reachBottom=EFalse;
	
	if (py<iRect.iTl.iY)
	{	
		reachTop=ETrue;
	}
	if (px+iCellWidth>iRect.iBr.iX)
	{	
		reachRight=ETrue;
	}
	if (px<iRect.iTl.iX)
	{	
		reachLeft=ETrue;
	}
	if (py+iCellHeight>iRect.iBr.iY)
	{	
		reachBottom=ETrue;
	}
	
	if (reachTop)//到项部
	{
		py=iRect.iTl.iY;
		iSpeedY=-iSpeedY;
	}
	if (reachRight)
	{
		px=iRect.iBr.iX-iCellWidth;
		iSpeedX=-iSpeedX;
	}
	if (reachLeft)
	{
		px=iRect.iTl.iX;
		iSpeedX=-iSpeedX;
	}
	if (reachBottom)
	{
		py=iRect.iBr.iY-iCellHeight;
		iSpeedY=-iSpeedY;
	}

	iX=px;
	iY=py;
}

void CBall::CollideWithBall(CBall& aBall)
{
	//预计位置
	TInt px=iX+iSpeedX;
	TInt py=iY+iSpeedY;

	//圆心的距离
	TInt disX=px+iCellWidth-(aBall.iX+aBall.iSpeedX+aBall.iCellWidth);
	TInt disY=py+iCellHeight-(aBall.iY+aBall.iSpeedY+aBall.iCellHeight);
	TReal dis2=disX*disX+disY*disY;

	if (dis2<(iCellWidth/2+aBall.iCellWidth/2)*(iCellWidth/2+aBall.iCellWidth/2))
	{
		TInt tempX=iSpeedX;
		TInt tempY=iSpeedY;

		aBall.GetSpeed(iSpeedX,iSpeedY);
		aBall.SetSpeed(tempX,tempY);
	}
}

void CBall::GetSpeed( TInt& aX,TInt& aY )
{
	aX=iSpeedX;
	aY=iSpeedY;
}

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