My contact listener.
#include <ContactListener.h>
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| void | PreSolve (b2Contact *, const b2Manifold *) |
| | Presolve function.
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| const UINT | Count (eSprite) const |
| | Count number of bodies that have sprite type t.
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| const float | GetSpeed (const b2Vec2 &) const |
| | Get the collision speed.
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b2Body * | m_pBodyA = nullptr |
| | Pointer to body A.
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b2Body * | m_pBodyB = nullptr |
| | Pointer to body B.
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static b2World * | m_pPhysicsWorld = nullptr |
| | Pointer to Box2D Physics World.
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static CRenderer * | m_pRenderer = nullptr |
| | Pointer to the Renderer.
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static CObjectManager * | m_pObjectManager = nullptr |
| | Pointer to the Object Manager.
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static Sage::CParticleEngine2D * | m_pParticleEngine = nullptr |
| | Pointer to particle engine.
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static eGameState | m_eGameState = eGameState::Loading |
| | Current game state.
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static CCounter * | m_pCounter = nullptr |
| | Pointer to a counter.
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static UINT | m_nCurNum = 0 |
| | Current number.
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static eDrawMode | m_eDrawMode = eDrawMode::Sprites |
| | Draw mode.
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◆ Count()
| const UINT CMyListener::Count |
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eSprite | t | ) |
const |
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private |
Count the number of bodies out of *m_pBodyA and *m_pBodyB that have objects have a given sprite type. Returns 0, 1, or 2, of course.
- Parameters
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- Returns
- Number of *m_pBodyA and *m_pBodyB that have type t.
◆ GetSpeed()
| const float CMyListener::GetSpeed |
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const b2Vec2 & | p | ) |
const |
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private |
Collision speed is proportional to the magnitude of the relative velocity.
- Parameters
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- Returns
- Collision speed in Physics World units.
◆ PreSolve()
| void CMyListener::PreSolve |
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b2Contact * | c, |
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const b2Manifold * | m ) |
Presolve function. Renders a colored star at each contact point and plays the appropriate sound, depending on what type of objects are contacting.
- Parameters
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| c | Pointer to the contact. |
| m | Pointer to the old contact manifold as it was before this contact. |