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The Stroop Test Game
Ian Parberry's "Introduction to Game Physics"
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My contact listener. More...
#include <ContactListener.h>
Public Member Functions | |
| void | PreSolve (b2Contact *, const b2Manifold *) |
| Presolve function. More... | |
Private Member Functions | |
| int | Count (eSprite) |
| Count number of bodies that have sprite type t. More... | |
| float | GetSpeed (const b2Vec2 &) |
| Get the collision speed. More... | |
Private Attributes | |
| b2Body * | m_pBodyA = nullptr |
| Pointer to body A. | |
| b2Body * | m_pBodyB = nullptr |
| Pointer to body B. | |
Additional Inherited Members | |
Static Protected Attributes inherited from CCommon | |
| static b2World * | m_pPhysicsWorld = nullptr |
| Pointer to Box2D Physics World. | |
| static CRenderer * | m_pRenderer = nullptr |
| Pointer to the Renderer. | |
| static CObjectManager * | m_pObjectManager = nullptr |
| Pointer to the Object Manager. | |
| static LParticleEngine2D * | m_pParticleEngine = nullptr |
| Pointer to particle engine. | |
| static CVectorField * | m_pVectorField = nullptr |
| Pointer to a vector field. | |
| static CBubbleEngine * | m_pBubbleEngine = nullptr |
| Pointer to a bubble engine. | |
| static bool | m_bDrawVectors = false |
| Do we draw the vector field? | |
| static bool | m_bDrawPressure = false |
| Do we draw the pressures from the vector field? | |
| static bool | m_bDrawPoints = false |
| Do we draw the points from the vector field? | |
| static bool | m_bDrawParticles = true |
| Do we draw particles? | |
| static eWordColor | m_eCurColor = eWordColor::Black |
| Color of the current word. | |
| static bool | m_bTried = false |
| Whether the player has tried on the current word. | |
| static UINT | m_nWordCnt = INITIAL_WORDCOUNT |
| Number of words. | |
| static UINT | m_nScore = 0 |
| Current score, can be negatice. | |
| static UINT | m_nDelivered = 0 |
| Number of words delivered. | |
| static UINT | m_nExcellent = 0 |
| Number of words scored as excellent. | |
| static UINT | m_nGood = 0 |
| Number of words scored as excellent. | |
| static UINT | m_nFair = 0 |
| Number of words scored as excellent. | |
| static UINT | m_nFailed = 0 |
| Number of words the player got wrong. | |
| static UINT | m_nMissed = 0 |
| Number of words the player did not attempt. | |
| static eGameState | m_eGameState = eGameState::Instructions |
| Current game state. | |
| static UINT | m_nCntdownNum = 0 |
| The number we are displaying in the countdown. | |
My contact listener.
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private |
Count number of bodies that have sprite type t.
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.
| t | Sprite Type. |
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private |
Get the collision speed.
Collision speed is proportional to the magnitude of the relative velocity.
| p | World point. |
| void CMyListener::PreSolve | ( | b2Contact * | c, |
| const b2Manifold * | m | ||
| ) |
Presolve function.
Presolve function. Renders a colored star at each contact point and plays the appropriate sound, depending on what type of objects are contacting.
| c | Pointer to the contact. |
| m | Pointer to the old contact manifold as it was before this contact. |