Game Development Reference
In-Depth Information
break;
}
}
}
Similar steps are used to determine if we have a viable block or not.
If we do have a side collision, the _player state is changed to kPlayerDy-
ing , we reverse its x speed so the _player state will move to the left and off
the screen, and we return from this method.
3. We end by updating the _player object's state based on our collision results:
if (inAir) {
player->setState(kPlayerFalling);
} else {
player->setState(kPlayerMoving);
player->setFloating (false);
}
}
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