示例#1
0
/**
 * \brief Control the current player.
 */
void ptb::friend_ghost::control_player()
{
  bear::universe::forced_tracking mvt;
  mvt.set_reference_point_on_center(*(m_player.get_player_instance()));
  mvt.set_distance(bear::universe::position_type(0, 0));
  set_forced_movement( mvt );
} // friend_ghost::control_player()
示例#2
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/**
 * \brief Creates the default movement applied to the zeppelin.
 */
void rp::zeppelin::create_default_movement()
{
  bear::reference_item* center = new bear::reference_item;
  center->set_center_of_mass( get_center_of_mass() );
  
  new_item( *center );

  bear::universe::forced_rotation mvt;
  mvt.set_radius( 5 );
  mvt.set_total_time( 5 );
  mvt.set_acceleration_time( 0 );
  mvt.set_reference_point_on_center( *center );

  set_forced_movement( mvt );
} // zeppelin::()
示例#3
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/**
 * \brief Copy constructor.
 * \param that The item to copy from.
 * \remark Links are not copied.
 */
bear::universe::physical_item::physical_item( const physical_item& that )
  : physical_item_state(that), m_owner(NULL), m_world_progress_structure(*this),
    m_age(0) // new item, new age
{
  set_forced_movement( that.m_forced_movement );
} // physical_item::physical_item()
/**
 * \brief Initialize the item.
 */
void bear::natural_forced_movement_creator::build()
{
  set_forced_movement(m_movement);
  kill();
} // natural_forced_movement_creator::build()