Sophie

Sophie

distrib > Mageia > 5 > i586 > by-pkgid > d8a55636d72dc0191411a6f812e500ef > files > 6

chipmunk-doc-6.1.5-5.mga5.noarch.rpm

<pre style="text-align:left;color:#000000; background-color:#ffffff; border:solid black 1px; padding:0.5em 1em 0.5em 1em; overflow:auto;font-size:small; font-family:monospace; "><strong><span style="color:#881350;">static</span></strong> <strong><span style="color:#881350;">void</span></strong>
<span style="color:#003369;">postStepRemove</span>(cpSpace *space, cpShape *shape, <strong><span style="color:#881350;">void</span></strong> *unused)
{
  <span style="color:#003369;">cpSpaceRemoveShape</span>(space, shape);
  <span style="color:#003369;">cpSpaceRemoveBody</span>(space, shape-&gt;body);
  
  <span style="color:#003369;">cpShapeFree</span>(shape);
  <span style="color:#003369;">cpBodyFree</span>(shape-&gt;body);
}

<strong><span style="color:#881350;">static</span></strong> <strong><span style="color:#881350;">int</span></strong>
<span style="color:#003369;">begin</span>(cpArbiter *arb, cpSpace *space, <strong><span style="color:#881350;">void</span></strong> *unused)
{
  <em><span style="color:#236e25;">// Get the cpShapes involved in the collision
</span></em>  <em><span style="color:#236e25;">// The order will be the same as you defined in the handler definition
</span></em>  <em><span style="color:#236e25;">// a-&gt;collision_type will be BULLET_TYPE and b-&gt;collision_type will be MONSTER_TYPE
</span></em>  <span style="color:#003369;">CP_ARBITER_GET_SHAPES</span>(arb, a, b);
  
  <em><span style="color:#236e25;">// The macro expands exactly as if you had typed this:
</span></em>  <em><span style="color:#236e25;">// cpShape *a, *b; cpArbiterGetShapes(arb, &amp;a, &amp;b);
</span></em>  
  <em><span style="color:#236e25;">// Add a post step callback to safely remove the body and shape from the space.
</span></em>  <em><span style="color:#236e25;">// Calling cpSpaceRemove*() directly from a collision handler callback can cause crashes.
</span></em>  <span style="color:#003369;">cpSpaceAddPostStepCallback</span>(space, (cpPostStepFunc)postStepRemove, b, <strong><span style="color:#881350;">NULL</span></strong>);
  
  <em><span style="color:#236e25;">// The object is dead, don&rsquo;t process the collision further
</span></em>  <strong><span style="color:#881350;">return</span></strong> <span style="color:#0000ff;">0</span>;
}

<span style="color:#683821;">#define BULLET_TYPE </span><span style="color:#0000ff;">1</span><span style="color:#683821;">
#define MONSTER_TYPE </span><span style="color:#0000ff;">2</span><span style="color:#683821;">
</span>
<em><span style="color:#236e25;">// Define a collision handler for bullets and monsters
// Kill the monster by removing it&rsquo;s shape and body from the space as soon as it&rsquo;s hit by a bullet 
</span></em><span style="color:#003369;">cpSpaceAddCollisionHandler</span>(space, BULLET_TYPE, MONSTER_TYPE, begin, <strong><span style="color:#881350;">NULL</span></strong>, <strong><span style="color:#881350;">NULL</span></strong>, <strong><span style="color:#881350;">NULL</span></strong>, <strong><span style="color:#881350;">NULL</span></strong>);
</pre>