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Jan 18th, 2019
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  1. /// \file object.cpp
  2. /// Code for the game object class CGameObject.
  3.  
  4. #include "object.h"
  5.  
  6. #include "Timer.h"
  7.  
  8. extern CTimer g_cTimer;
  9. extern int g_nScreenHeight;
  10.  
  11. /// Constructor for a game object.
  12. /// \param objecttype Object type.
  13.  
  14. CGameObject::CGameObject(GameObjectType objecttype){ //constructor
  15. m_nObjectType = objecttype;
  16. m_vPosition = m_vOldPos = D3DXVECTOR2(0, 0);
  17. m_nFrictionTime = g_cTimer.time();
  18.  
  19. if(objecttype == CUEBALL_OBJECT)
  20. m_vOldPos = D3DXVECTOR2(295.0f,(float)g_nScreenHeight/2.0f);
  21. if(objecttype == EIGHTBALL_OBJECT)
  22. m_vOldPos = D3DXVECTOR2(750.0f,(float)g_nScreenHeight/2.0f);
  23.  
  24. } //constructor
  25.  
  26. /// Move in proportion to velocity vector and time since last move, and apply
  27. /// a small amount of friction to reduce the velocity.
  28.  
  29. void CGameObject:: move(){
  30. D3DXVECTOR2 vTemp;
  31.  
  32. vTemp = m_vPosition; //save
  33. m_vPosition += 0.93f*(m_vPosition - m_vOldPos);//update
  34. m_vOldPos = vTemp; //remember
  35.  
  36. if((m_vPosition < m_vOldPos)){
  37. m_bAtRest = TRUE;
  38. }
  39.  
  40. } //move
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