コード例 #1
0
int StaticCircleToStaticRectangle(Vector2D *pCenter, float Radius, Vector2D *pRect, float Width, float Height)
{
	Vector2D point = *pCenter;

	if (pCenter->x > pRect->x + Width / 2.0f)
	{
		point.x = pRect->x + Width / 2.0f;
	}
	else if (pCenter->x < pRect->x - Width / 2.0f)
	{
		point.x = pRect->x - Width / 2.0f;
	}
	if (pCenter->y > pRect->y + Width / 2.0f)
	{
		point.y = pRect->y + Width / 2.0f;
	}
	else if (pCenter->y < pRect->y - Width / 2.0f)
	{
		point.y = pRect->y - Width / 2.0f;
	}

	if (StaticPointToStaticCircle(&point, pCenter, Radius))
	{
		return 1;
	}
	else
		return 0;
}
コード例 #2
0
ファイル: BB.cpp プロジェクト: Cody-Duncan/ShadyTreeEngine2
bool PointCollisionCheck(Vector2 point, BB* a, Vector2 posA)
{
    BB_Circle* circ;
    BB_Rectangle* rect;
    switch(a->type)
    {
    case(Circle):
        circ = static_cast<BB_Circle*>(a);
        return StaticPointToStaticCircle(&point, &posA, circ->radius) > 0;
        break;
    case(Rect):
        rect = static_cast<BB_Rectangle*>(a);
        return StaticPointToStaticRect(&point, &posA, rect->extents.x, rect->extents.y) > 0;
        break;
    }

    return false;
}
コード例 #3
0
ファイル: Math2D.c プロジェクト: HBreithaupt/DigiPenCode
int StaticCircleToStaticRectangle(Vector2D *pCenter, float Radius, Vector2D *pRect, float Width, float Height)
{
	Vector2D snapped = { 0 };

	if (pCenter->x > pRect->x - Width /2)
		snapped.x = pRect->x - Width / 2;
	else if (pCenter->x < pRect->x + Width / 2)
		snapped.x = pRect->x + Width / 2;

	if (pCenter->y > pRect->y + Height / 2)
		snapped.y = pRect->y + Height / 2;
	else if (pCenter->y > pRect->y - Height / 2)
		snapped.y = pRect->y - Height / 2;

	return StaticPointToStaticCircle(&snapped, pCenter, Radius);


}
コード例 #4
0
int main()
{
	Vector2D v1, v2, v3, result;
	float scale;
	Matrix2D id, m0, m1;
	Vector2D  u;
	float d, x, y;
	long  n;
	long i, j;
	float radius;

	v1.x = v1.y = 7.0f;
	Vector2DZero(&v1);
	result.x = result.y = 0.0f;
	printf("Vector2DZero: %s\n", (CompareVector2D(&result, &v1) < EPSILON) ? "Pass" : "Fail");


	Vector2DSet(&v1, 1.0f, 2.0f);
	result.x = 1.0f;	result.y = 2.0f;
	printf("Vector2DSet: %s\n", (CompareVector2D(&result, &v1) < EPSILON) ? "Pass" : "Fail");


	v1.x = 2.0f; v1.y = -4.0f;
	Vector2DNeg(&v2, &v1);
	result.x = -2.0f;	result.y = 4.0f;
	printf("Vector2DNeg: %s\n", (CompareVector2D(&result, &v2) < EPSILON) ? "Pass" : "Fail");

	v1.x = 2.0f; v1.y = -4.0f;
	v2.x = 1.0f; v2.y = 7.0f;
	Vector2DAdd(&v3, &v1, &v2);
	result.x = result.y = 3.0f;
	printf("Vector2DAdd: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail");


	v1.x = 2.0f; v1.y = -4.0f;
	v2.x = 1.0f; v2.y = 7.0f;
	Vector2DSub(&v3, &v1, &v2);
	result.x = 1.0f;	result.y = -11.0f;
	printf("Vector2DSub: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail");


	v1.x = 3.0f; v1.y = 4.0f;
	Vector2DNormalize(&v2, &v1);
	result.x = 0.6f;	result.y = 0.8f;
	printf("Vector2DNormalize: %s\n", (CompareVector2D(&result, &v2) < EPSILON) ? "Pass" : "Fail");


	v1.x = 2.0f; v1.y = -5.0f;
	Vector2DScale(&v2, &v1, 3.0f);
	result.x = 6.0f;	result.y = -15.0f;
	printf("Vector2DScale: %s\n", (CompareVector2D(&result, &v2) < EPSILON) ? "Pass" : "Fail");

	v1.x = 2.0f; v1.y = -5.0f;
	v2.x = 6.0f; v2.y =  2.0f;
	scale = 3.0f;
	Vector2DScaleAdd(&v3, &v1, &v2, scale);
	result.x = 12.0f; result.y = -13.0f;
	printf("Vector2DScaleAdd: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail");

	Vector2DScaleSub(&v3, &v1, &v2, scale);
	result.x = 0.f; result.y = -17.f;
	printf("Vector2DScaleSub: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail");

	v1.x = 3.0f; v1.y = -4.0f;
	printf("Vector2DLength: %s\n", (fabs(Vector2DLength(&v1) - 5.0f)  < EPSILON) ? "Pass" : "Fail");


	v1.x = 3.0f; v1.y = -4.0f;
	printf("Vector2DSquareLength: %s\n", (fabs(Vector2DSquareLength(&v1) - 25.0f)  < EPSILON) ? "Pass" : "Fail");


	v1.x = 2.0f;	v1.y = 3.0f;
	v2.x = 4.0f;	v2.y = -1.0f;
	printf("Vector2DDistance: %s\n", (fabs(Vector2DDistance(&v1, &v2) - 4.472136)  < EPSILON) ? "Pass" : "Fail");


	v1.x = 2.0f;	v1.y = 3.0f;
	v2.x = 4.0f;	v2.y = -1.0f;
	printf("Vector2DSquareDistance: %s\n", (fabs(Vector2DSquareDistance(&v1, &v2) - 20.0f)  < EPSILON) ? "Pass" : "Fail");


	v1.x = 3.0f;	v1.y = 2.0f;
	v2.x = 4.0f;	v2.y = -6.0f;
	printf("Vector2DDotProduct: %s\n", (fabs(Vector2DDotProduct(&v1, &v2)) < EPSILON) ? "Pass" : "Fail");


	printf("\n------Testing StaticPointToStaticCircle------\n\n");
	v1.x = 10.f; v1.y = 10.f;
	v2.x = 11.4f; v2.y = 11.4f;
	radius = 2.f;
	printf("StaticPointToStaticCircle Collision: %s\n", (StaticPointToStaticCircle(&v2, &v1, radius)) ? "Pass" : "Fail" );

	v2.x = 12.f; v2.y = 12.f;
	printf("StaticPointToStaticCircle Non Collision: %s\n", (!StaticPointToStaticCircle(&v2, &v1, radius)) ? "Pass" : "Fail" );



	printf("\n------Running Matrix Tests------\n\n");



	// create an id matrix for reference
	for (i = 0; i < 3; i++)
		for (j = 0; j < 3; j++)
			id.m[j][i] = (i == j) ? 1.0f : 0.0f;

	// ====================
	// test Matrix2DIdentity
	// ====================

	Matrix2DIdentity(&m0);
	d = CompareMatrix2D(&id, &m0);
	printf("Matrix2DIdentity : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// ====================
	// test Matrix2DTrans
	// ====================

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	Matrix2DTranslate(&m0, x, y);
	m0.m[0][2] -= x;
	m0.m[1][2] -= y;
	printf("Matrix2DTranslate: %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// ====================
	// test Matrix2DScale
	// ====================

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	Matrix2DScale(&m0, x, y);
	m0.m[0][0] /= x;
	m0.m[1][1] /= y;

	printf("Matrix2DScale    : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// ====================
	// test Matrix2DConcat
	// ====================

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	Matrix2DTranslate (&m0, x, y);
	Matrix2DScale (&m1, x, y);
	Matrix2DConcat(&m0, &m0, &m1);
	m0.m[0][2] -= x;
	m0.m[1][2] -= y;
	m0.m[0][0] /= x;
	m0.m[1][1] /= y;

	printf("Matrix2DConcat 1 : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	Matrix2DTranslate (&m0, x, y);
	Matrix2DScale (&m1, x, y);
	Matrix2DConcat(&m0, &m1, &m0);
	m0.m[0][2] -= x * x;
	m0.m[1][2] -= y * y;
	m0.m[0][0] /= x;
	m0.m[1][1] /= y;

	printf("Matrix2DConcat 2 : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// ====================
	// test Matrix2DRotRad
	// ====================

	n = (rand() % 16) + 15;
	Matrix2DIdentity(&m0);
	Matrix2DRotRad  (&m1, 2.0f * PI / n);

	for (i = 0; i < n; i++)
		Matrix2DConcat(&m0, &m1, &m0);

	printf("Matrix2DRotRad   : %s (%d)\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail", n);

	// ====================
	// test Matrix2DRotDeg
	// ====================

	n = (rand() % 16) + 15;
	Matrix2DIdentity(&m0);
	Matrix2DRotDeg  (&m1, 360.0f / n);

	for (i = 0; i < n; i++)
		Matrix2DConcat(&m0, &m1, &m0);

	printf("Matrix2DRotDeg   : %s (%d)\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail", n);

	// ====================
	// test Matrix2DTranspose
	// ====================

	Matrix2DRotRad   (&m0, rand() / (float)(RAND_MAX) * 2.0f * PI);
	Matrix2DTranspose(&m1, &m0);
	Matrix2DConcat   (&m0, &m1, &m0);

	printf("Matrix2DTranspose: %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail");

	// ====================
	// test Matrix2DMultVec
	// ====================

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	n = (rand() % 16) + 15;
	Vector2DSet		(&u, x, y);
	Matrix2DRotRad	(&m0, 2.0f * PI / n);

	for (i = 0; i < n; i++)
		Matrix2DMultVec(&u, &m0, &u);

	printf("Matrix2DMultVec  : %s\n", ((fabs(u.x - x) + fabs(u.y - y)) < EPSILON) ? "Pass" : "Fail");

	// generate 2 random numbers
	x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;
	y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f;

	n = (rand() % 16) + 15;
	Vector2DSet		(&u, x, y);
	Matrix2DTranslate	(&m0, x, y);

	for (i = 1; i < n; i++)
		Matrix2DMultVec(&u, &m0, &u);

	printf("Matrix2DMultVec  : %s\n", ((fabs(u.x - x * n) + fabs(u.y - y * n)) < EPSILON) ? "Pass" : "Fail");

	printf("\n------Testing New Collision Functions------\n\n");

	//StaticPointToStaticRect
	Vector2DSet(&v1, 1.f, 1.f); //point
	Vector2DSet(&v2, 0.f, 0.f); //rect
	printf("StaticPointToStaticRect Collision: %s\n", (StaticPointToStaticRect(&v1, &v2, 2.f, 2.f) ? "Pass" : "Fail"));
	printf("StaticPointToStaticRect Non Collision: %s\n\n", (!StaticPointToStaticRect(&v1, &v2, 1.f, 1.f) ? "Pass" : "Fail"));

	//StaticCircleToStaticCircle
	Vector2DSet(&v1, 2.f, 0.f);
	printf("StaticCircleToStaticCircle Collision Touch: %s\n", (StaticCircleToStaticCircle(&v1, 1.f, &v2, 1.f) ? "Pass" : "Fail"));
	printf("StaticCircleToStaticCircle Collision: %s\n", (StaticCircleToStaticCircle(&v1, 2.f, &v2, 1.f) ? "Pass" : "Fail"));
	printf("StaticCircleToStaticCircle Non Collision: %s\n\n", (!StaticCircleToStaticCircle(&v1, 0.5f, &v2, 1.f) ? "Pass" : "Fail"));

	//StaticRectToStaticRect
	Vector2DSet(&v1, 2.f, 2.f);
	printf("StaticRectToStaticRect Non Collision: %s\n", (!StaticRectToStaticRect(&v1, 1.f, 1.f, &v2, 1.f, 1.f) ? "Pass" : "Fail"));
	printf("StaticRectToStaticRect Collision Touch: %s\n", (StaticRectToStaticRect(&v1, 2.f, 2.f, &v2, 2.f, 2.f) ? "Pass" : "Fail"));
	printf("StaticRectToStaticRect Collision Intersect: %s\n", (StaticRectToStaticRect(&v1, 3.f, 3.f, &v2, 3.f, 3.f) ? "Pass" : "Fail"));

	return 1;
}
コード例 #5
0
ファイル: Level2.c プロジェクト: INTUS0/FruitBurglar
void Update2(void)
{
	//unsigned long i;
	float winMaxX, winMaxY, winMinX, winMinY;
	double frameTime;



	// ==========================================================================================
	// 获取窗口四条边的坐标,当窗口发生移动或缩放,以下值会发生变化
	// ==========================================================================================
	winMaxX = AEGfxGetWinMaxX();
	winMaxY = AEGfxGetWinMaxY();
	winMinX = AEGfxGetWinMinX();
	winMinY = AEGfxGetWinMinY();

	// ======================
	// 帧时间:相当于zero中的dt
	// ======================
	frameTime = AEFrameRateControllerGetFrameTime();

	// =========================
	// 游戏逻辑响应输入
	// =========================
	// 状态切换
	if (KeyPressed[KeyR])
		Next = GS_Restart;
	if (KeyPressed[KeyESC])
		Next = GS_Quit;
	if (KeyPressed[Key1])
		Next = GS_L1;
	if (KeyPressed[KeyMenu])
		Next = GS_MENU;


	// 主角的移动
	if (KeyPressed[KeyUp])
	{
		obj1Y += 20.0f;

	}
	else
		if (KeyPressed[KeyDown])
		{
			obj1Y -= 20.0f;
		}
	if (KeyPressed[KeyLeft])
	{
		obj1X -= 20.0f;
	}
	else
		if (KeyPressed[KeyRight])
		{
			obj1X += 20.0f;
		}

	//鼠标左键控制石头生成
	if ((KeyPressed[KeyLeftBottom]) && (Burglar->flag& FLAG_ACTIVE))//&& (StoneCount>0))
	{

		pStone = gameObjCreate(TYPE_STONE, 3.0f, 0, 0, 0.0f);;
		AE_ASSERT(pStone);
		// 实例化
		// 初始化: 坐标位置 朝向和尺寸大小
		//在主角位置产生,射向鼠标位置
		pStone->posCurr.x = Burglar->posCurr.x;
		pStone->posCurr.y = Burglar->posCurr.y;

		//石头减一
		StoneCount -= 1;
	}


	//随机产生水果,每隔3秒产生一个,一个界面最多产生10个水果
	TimeTot++;
	if (TimeTot == 180 && Fruit_NUM<10)
	{
		Fruit_NUM++;
		int Xx, Yy;
		Xx = rand();
		Yy = rand();

		//控制水果在界面内产生
		while (Xx > 800.0f) //控制水果在界面宽度内产生
		{
			Xx = (int)rand();
		}
		while (Yy > 600.0f)//控制水果在界面高度度内产生
		{
			Yy = (int)rand();
		}
		Xx = Xx - 400;
		Yy = Yy - 300;

		TimeTot = 0;
		GameObj* pFruit = gameObjCreate(TYPE_WATERMELON, 3.0f, 0, 0, 0.0f);;
		AE_ASSERT(pFruit);
		// 实例化

		// 初始化: 坐标位置 朝向和尺寸大小
		pFruit->posCurr.x = Xx;
		pFruit->posCurr.y = Yy;

		pFruit->scale = 5.0f;
	}
	else if (TimeTot == 200) TimeTot = 0;



	//遍历所有对象以决定操作
	for (int i = 1; i < GAME_OBJ_NUM_MAX; i++)
	{

		GameObj* pObj = sGameObjList + i;

		//石头的发射
		if (pObj->flag && pObj->pObject->type == TYPE_STONE)
		{
			//石头朝着鼠标位置运动
			pStone->velCurr.x = (posX - Burglar->posCurr.x) / 10.0f;
			pStone->velCurr.y = (posY - Burglar->posCurr.y) / 10.0f;

			pObj->posCurr.x += pObj->velCurr.x;
			pObj->posCurr.y += pObj->velCurr.y;

			//碰撞到狗或者boss
			for (int j = 1; j < GAME_OBJ_NUM_MAX; j++)
			{

				GameObj* pObj0 = sGameObjList + j;
				if (pObj0->flag && (pObj0->pObject->type == TYPE_DOG || pObj0->pObject->type == TYPE_BOSS))
				{
					if (StaticPointToStaticCircle(&pObj->posCurr, &pObj0->posCurr, 10.0))
					{
						gameObjDestroy(pObj0);
						gameObjDestroy(pObj);
					}
				}
			}
		}

		//捡石头
		if (pObj->flag&&pObj->pObject->type == TYPE_STONE_STATIC)
		{
			if (StaticRectToStaticRect(&Burglar->posCurr, 33, 30, &pObj->posCurr, 15, 15))
			{
				gameObjDestroy(pObj);
				StoneCount += 1;
			}
		}


		//离陷阱距离近时
		if (pObj->flag && pObj->pObject->type == TYPE_TRAP_IN)
		{
			if (Burglar->flag&FLAG_ACTIVE)
			{
				if (((pObj->posCurr.x - Burglar->posCurr.x)*(pObj->posCurr.x - Burglar->posCurr.x) + (pObj->posCurr.y - Burglar->posCurr.y) *(pObj->posCurr.y - Burglar->posCurr.y)) < 4000)
				{
					pTrap = gameObjCreate(TYPE_TRAP_OUT, 10.0f, 0, 0, 0.0f);
					pTrap->posCurr.x = pObj->posCurr.x;
					pTrap->posCurr.y = pObj->posCurr.y;
					pTrap->scale = 10.0;

					if (StaticRectToStaticRect(&Burglar->posCurr, 30, 30, &pObj->posCurr, 40, 40) && pObj->flag)
					{
						Burglar->scale -= 0.5;
					}
					if (Burglar->scale < 1.0f)
					{
						gameObjDestroy(Burglar);//碰撞了,减少scale,并销毁对象
					}
				}
			}

		}
		//远离陷阱时
		if (pObj->flag && pObj->pObject->type == TYPE_TRAP_OUT)
		{
			if (((pObj->posCurr.x - Burglar->posCurr.x)*(pObj->posCurr.x - Burglar->posCurr.x) + (pObj->posCurr.y - Burglar->posCurr.y) *(pObj->posCurr.y - Burglar->posCurr.y))>40000)
				gameObjDestroy(pObj);
		}

		//Boss 的运动跟碰撞
		if (pObj->flag && pObj->pObject->type == TYPE_BOSS)
		{

			//发生碰撞,主角死亡
			if (StaticRectToStaticRect(&Burglar->posCurr, 15.0f, 15.0f, &pObj->posCurr, 15.0f, 15.0f))
			{
				gameObjDestroy(Burglar);
			}
		}

		//狗的边界控制
		if (pObj->flag&&pObj->pObject->type == TYPE_DOG)
		{

			if (pObj->posCurr.x >= winMaxX || pObj->posCurr.x <= winMinX)
			{
				pObj->posCurr.x = -pObj->posCurr.x;

			}

			if (pObj->posCurr.y <= winMinY || pObj->posCurr.y >= winMaxY)
			{
				pObj->posCurr.y = -pObj->posCurr.y;
			}



			//是否与狗发生碰撞
			if (StaticRectToStaticRect(&Burglar->posCurr, 30, 30, &pObj->posCurr, 30, 30) && pObj->flag)
			{
				Burglar->scale -= 0.5;
			}
			if (Burglar->scale < 1.0f)
			{
				gameObjDestroy(Burglar);//碰撞了,减少scale,并销毁对象
			}
		}

		//捡西瓜
		if (pObj->flag&&pObj->pObject->type == TYPE_WATERMELON)
		{
			if (StaticPointToStaticCircle(&Burglar->posCurr, &pObj->posCurr, 10.0))
			{
				gameObjDestroy(pObj);
				Fruit_NUM -= 1;
				sScore += 10;
			}
		}


		if (pObj->flag && pObj->pObject->type == TYPE_BURGLARBLOOD)
		{
			//更新血量位置
			pObj->posCurr.x = Burglar->posCurr.x;
			pObj->posCurr.y = Burglar->posCurr.y + 35.0f;

			if (!Burglar->flag&FLAG_ACTIVE)
			{
				gameObjDestroy(pObj);   //销毁主角的同时,销毁主角的血量 
			}
		}

	}//for

	//狗运动
	for (int a = 0; a < 5; a++)
	{
		srand(time());
		int PosDogX = (pDog[a]->posCurr.x + 400) / 40;
		int PosDogY = (pDog[a]->posCurr.y + 300) / 15;
		if (mapinfo[PosDogX - 1][PosDogY])
		{
			pDog[a]->posCurr.x += 1;
		}
		else if (mapinfo[PosDogX + 1][PosDogY])
		{
			pDog[a]->posCurr.x -= 1;
		}

		else if (mapinfo[PosDogX][PosDogY + 1])
		{
			pDog[a]->posCurr.y -= 1;
		}
		else  if (mapinfo[PosDogX][PosDogY - 1])
		{
			pDog[a]->posCurr.y += 1;
		}
		//else
		//{
		//	pDog[a]->posCurr.x += 2;
		//}
	}
	
	//狗的运动
	TimeTot1++;
	int x;
	if (TimeTot1 < 300)
	{
		
		pDog[0]->posCurr.x += 1;
		pDog[1]->posCurr.x -= 1;
		pDog[2]->posCurr.y += 1;
		pDog[3]->posCurr.y -= 1;
		pDog[4]->posCurr.x += 1;
	}
	if (TimeTot1 >= 300 && TimeTot1 < 600)
	{
		pDog[0]->posCurr.x -= 1;
		pDog[1]->posCurr.x += 1;
		pDog[2]->posCurr.y -= 1;
		pDog[3]->posCurr.y += 1;
		pDog[4]->posCurr.y -= 1;
	}
	if (TimeTot1 >= 600 && TimeTot1 < 900)
	{
		pDog[0]->posCurr.y += 1;
		pDog[1]->posCurr.y -= 1;
		pDog[2]->posCurr.x += 1;
		pDog[3]->posCurr.x -= 1;
		pDog[4]->posCurr.y += 1;
	}
	if (TimeTot1 >= 900 && TimeTot1 < 1200)
	{
		pDog[0]->posCurr.y -= 1;
		pDog[1]->posCurr.y += 1;
		pDog[2]->posCurr.x -= 1;
		pDog[3]->posCurr.x += 1;
		pDog[4]->posCurr.y -= 1;
	}
	if (TimeTot1 == 1200)
	{
		TimeTot1 = 0;
	}
	
	
		//按空格键
	if (KeyPressed[KeySpace])
	{

	}
	// 输入重置
	Input_Initialize();

	// 签到
	fprintf(fp, "Level2:Update\n");
}
コード例 #6
0
ファイル: Math2D.c プロジェクト: lilsimp/BluntForceTrauma
int StaticCircleToStaticCircle(Vector2D *pCenter0, float Radius0, Vector2D *pCenter1, float Radius1) {
  return StaticPointToStaticCircle(pCenter0, pCenter1, Radius0 + Radius0);
}