but the catch here is that you _only_ hit the bumper if the life total _after_ moving is still positive.
I can't say that i understood this totally...
but this is right sequence, how it working:
if (a[NextPoint.x][NextPoint.y].is==true){ // next point is bumper
Ball.lifes--;
if (Ball.lifes ...
Search found 3 matches
- Sun Aug 27, 2006 1:51 am
- Forum: Volume 1 (100-199)
- Topic: 114 - Simulation Wizardry
- Replies: 80
- Views: 16356
- Fri Aug 18, 2006 10:27 pm
- Forum: C++
- Topic: access to a vector witout ->at() function;
- Replies: 5
- Views: 3441
- Fri Aug 18, 2006 9:59 pm
- Forum: C++
- Topic: access to a vector witout ->at() function;
- Replies: 5
- Views: 3441
access to a vector witout ->at() function;
Hi all.
For example we have:
#include <iostream>
#include <vector>
using namespace std;
void myFunction(vector<int> *v);
int main(void){
vector<int> a;
a.push_back(10);
a.push_back(20);
a.push_back(30);
a.push_back(40);
myFunction(&a);
system("PAUSE");
}
void myFunction(vector<int ...
For example we have:
#include <iostream>
#include <vector>
using namespace std;
void myFunction(vector<int> *v);
int main(void){
vector<int> a;
a.push_back(10);
a.push_back(20);
a.push_back(30);
a.push_back(40);
myFunction(&a);
system("PAUSE");
}
void myFunction(vector<int ...