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en:orx:reference:object:snippets [2013/10/24 08:39 (12 years ago)] – structure code snippet sausage | en:orx:reference:object:snippets [2018/01/21 02:53 (8 years ago)] (current) – Content moved. Deleted. sausage | ||
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- | ====== Object: Code Snippets ====== | ||
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- | ===== OrxFrame ===== | ||
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- | ===== OrxFX ===== | ||
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- | ===== OrxFXPointer ===== | ||
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- | ===== OrxObject ===== | ||
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- | ==== OrxObject_SetPosition ==== | ||
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- | orxVECTOR tilePos; | ||
- | orxVector_Set(& | ||
- | orxObject_SetPosition(tile, | ||
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- | orxVECTOR pos; | ||
- | orxObject_GetPosition(player, | ||
- | pos.fX = -pos.fX; | ||
- | orxObject_SetPosition(player, | ||
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- | ==== orxObject_SetRotation ==== | ||
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- | Rotation is set in radians. Zero rad vector is equivalent to (1, 0) vector in screen coordinates. In other words it is a horizontal line pointing from left to right. | ||
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- | Positive rotation is set in clockwise direction. If vector origin was in the center of the screen, then 1 rad would point to the bottom right corner of the screen. | ||
- | ==== orxObject_SetAngularVelocity ==== | ||
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- | Set angular velocity changes object rotation value over time. Setting positive value make object rotate clockwise. | ||
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- | TBD: What's the unit of measure? | ||
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- | By default object starts with zero rotation angle which points horizontally from left to right. As object rotates a full circle its rotation angle value will not reset to zero. Instead it will continue to grow in positive or negative direction according to angular velocity value. | ||
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- | Thus after one full circle the object rotation value will satisfy the condition: | ||
- | < | ||
- | orxMath_Abs(orxObject_GetRotation(obj)) >= orxMATH_KF_2_PI | ||
- | </ | ||
- | ==== orxObject_GetWorldRotation and orxObject_GetRotation ==== | ||
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- | Returns current object rotation value in rad. The value returned can be any floating value. | ||
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- | See orxObject_SetRotation for coordinate system reference. | ||
- | See orxObject_SetAngularVelocity for discussion of continuous rotation. | ||
- | ==== orxObject_CreateNeighborList and orxObject_DeleteNeighborList ==== | ||
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- | Use it to obtain objects within the specified bounding box. | ||
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- | <code c> | ||
- | orxOBJECt *obj; // comes from mouse click event or in some other way | ||
- | orxVECTOR pos, size; | ||
- | orxFLOAT range = orx2F(250.f); | ||
- | orxOBOX box; | ||
- | | ||
- | orxObject_GetWorldPosition(obj, | ||
- | orxVector_Set(& | ||
- | orxOBox_2DSet(& | ||
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- | orxBANK *neighbors = orxObject_CreateNeighborList(box); | ||
- | void* cell = orxNULL; | ||
- | while ((cell = orxBank_GetNext(neighbors, | ||
- | orxOBJECT **n = cell; | ||
- | orxLOG(" | ||
- | } | ||
- | orxObject_DeleteNeighborList(neighbors); | ||
- | </ | ||
- | ==== object traversing ==== | ||
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- | [[en: | ||
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- | ===== OrxSpawner ===== | ||
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- | orxSTRUCTURE *structure = orxStructure_GetFirst(orxSTRUCTURE_ID_SPAWNER ); | ||
- | while (structure != orxNULL){ | ||
- | orxSPAWNER *spawn = orxSPAWNER(structure); | ||
- | if (orxString_Compare(orxSpawner_GetName(spawn), | ||
- | return spawn; | ||
- | } else { | ||
- | structure = orxStructure_GetNext(structure ); | ||
- | } | ||
- | } | ||
- | ===== OrxStructure ===== | ||
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- | orxSTRUCTURE *structure = orxStructure_GetFirst(orxSTRUCTURE_ID_OBJECT); | ||
- | while (structure != orxNULL){ | ||
- | orxOBJECT *object = orxOBJECT(structure); | ||
- | const orxSTRING objectName = orxObject_GetName(object); | ||
- | orxSTRUCTURE *nextStructure = orxStructure_GetNext(structure); | ||
- | if (orxString_Compare(objectName , " | ||
- | orxObject_SetLifeTime(orxOBJECT(structure), | ||
- | } | ||
- | structure = nextStructure; | ||
- | } | ||
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- | ===== OrxTimeLine ===== | ||
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