本文整理汇总了C++中removeEntity函数的典型用法代码示例。如果您正苦于以下问题:C++ removeEntity函数的具体用法?C++ removeEntity怎么用?C++ removeEntity使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了removeEntity函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: switch
void Scene::unlink( Object* child )
{
switch( child->m_feature )
{
case Object::Feature:
break;
case Entity::Feature:
removeEntity( (Entity*)child );
break;
case Camera::Feature:
removeEntity( (Entity*)child );
removeCamera( (Camera*)child );
break;
/*case Element::Light:
break;*/
default:
MAGICAL_ASSERT( false, "Invalid!" );
break;
}
for( auto itr : child->m_children )
{
unlink( itr );
}
}
示例2: removeEntity
void Mainscene::reset(){
for(unsigned int i = 0; i < towers.size(); i++){
removeEntity(towers[i]);
delete towers[i];
towers[i] = NULL;
}
towers.clear();
for(unsigned int i = 0; i < enemies.size(); i ++){
removeEntity(enemies[i]);
delete enemies[i];
enemies[i] = NULL;
}
enemies.clear();
for(unsigned int i = 0; i < bullets.size(); i ++){
removeEntity(bullets[i]);
delete bullets[i];
bullets[i] = NULL;
}
bullets.clear();
lockedItem = NULL;
dreamHealth = 100;
coins = 100;
wave = 0;
enemiesToSpawn = 10;
waveEnd = true;
}
示例3: removeEntity
/**
* Implementation of update. Updates the arrow.
*/
void RS_Leader::update() {
// find and delete arrow:
for(auto e: entities){
if (e->rtti()==RS2::EntitySolid) {
removeEntity(e);
break;
}
}
if (isUndone()) {
return;
}
RS_Entity* fe = firstEntity();
if (fe && fe->isAtomic()) {
RS_Vector p1 = ((RS_AtomicEntity*)fe)->getStartpoint();
RS_Vector p2 = ((RS_AtomicEntity*)fe)->getEndpoint();
// first entity must be the line which gets the arrow:
if (hasArrowHead()) {
RS_Solid* s = new RS_Solid(this, RS_SolidData());
s->shapeArrow(p1,
p2.angleTo(p1),
getGraphicVariableDouble("$DIMASZ", 2.5)* getGraphicVariableDouble("$DIMSCALE", 1.0));
s->setPen(RS_Pen(RS2::FlagInvalid));
s->setLayer(nullptr);
RS_EntityContainer::addEntity(s);
}
}
calculateBorders();
}
示例4: assert
bool Map::removePlayer (ClientId clientId)
{
assert(_entityRemovalAllowed);
for (PlayerListIter i = _playersWaitingForSpawn.begin(); i != _playersWaitingForSpawn.end(); ++i) {
if ((*i)->getClientId() != clientId)
continue;
(*i)->remove();
delete *i;
_playersWaitingForSpawn.erase(i);
sendPlayersList();
return true;
}
for (PlayerListIter i = _players.begin(); i != _players.end(); ++i) {
if ((*i)->getClientId() != clientId)
continue;
removeEntity(0, **i);
(*i)->remove();
delete *i;
_players.erase(i);
return true;
}
error(LOG_MAP, String::format("could not find the player with the clientId %i", clientId));
return false;
}
示例5: removeCollisionSprite
void Scene::deleteSprite(Sprite **sprite) {
removeCollisionSprite(*sprite);
removeSurface((*sprite)->getSurface());
removeEntity(*sprite);
delete *sprite;
*sprite = NULL;
}
示例6: foreach
/**
* Removes invalid objects.
* @return how many objects were removed
*/
int RS_Graphic::clean()
{
// author: ravas
int how_many = 0;
foreach (RS_Entity* e, entities)
{
if (e->getMin().x > e->getMax().x
|| e->getMin().y > e->getMax().y
|| e->getMin().x > RS_MAXDOUBLE
|| e->getMax().x > RS_MAXDOUBLE
|| e->getMin().x < RS_MINDOUBLE
|| e->getMax().x < RS_MINDOUBLE
|| e->getMin().y > RS_MAXDOUBLE
|| e->getMax().y > RS_MAXDOUBLE
|| e->getMin().y < RS_MINDOUBLE
|| e->getMax().y < RS_MINDOUBLE)
{
removeEntity(e);
how_many += 1;
}
}
return how_many;
}
示例7: removeEntity
/**
* Implementation of update. Updates the arrow.
*/
void RS_Leader::update() {
// find and delete arrow:
for (RS_Entity* e=firstEntity(); e!=NULL; e=nextEntity()) {
if (e->rtti()==RS2::EntitySolid) {
removeEntity(e);
break;
}
}
if (isUndone()) {
setVisible(false);
return;
}
RS_Entity* fe = firstEntity();
if (fe!=NULL && fe->isAtomic()) {
RS_Vector p1 = ((RS_AtomicEntity*)fe)->getStartpoint();
RS_Vector p2 = ((RS_AtomicEntity*)fe)->getEndpoint();
// first entity must be the line which gets the arrow:
if (hasArrowHead()) {
RS_Solid* s = new RS_Solid(this, RS_SolidData());
s->shapeArrow(p1,
p2.angleTo(p1),
getGraphicVariableDouble("$DIMASZ", 2.5));
s->setPen(RS_Pen(RS2::FlagInvalid));
s->setLayer(NULL);
RS_EntityContainer::addEntity(s);
}
}
}
示例8: TEST
TEST(LuaUIOperationsTest, Rotate) {
QApplication app(argc, argv);
LuaInterface luaInterface;
auto L = luaInterface.luaState();
luaInterface.hideUI(true);
luaInterface.initLua();
auto mdiArea = LuaIntf::Lua::getGlobal<QMdiArea*>(L, "mdiArea");
if(mdiArea->subWindowList().count() == 0) {
LuaIntf::LuaRef(L, "new_file")();
}
mdiArea->setActiveSubWindow(mdiArea->subWindowList().at(0));
auto mdiChild = dynamic_cast<CadMdiChild*>(mdiArea->activeSubWindow()->widget());
auto storageManager = mdiChild->storageManager();
auto documentCanvas = mdiChild->viewer()->documentCanvas();
lc::entity::Line_CSPtr createdEntity;
std::vector<lc::entity::CADEntity_CSPtr> entities;
entities = storageManager->entityContainer().asVector();
for(auto entity : entities) {
storageManager->removeEntity(entity);
}
EXPECT_EQ(0, storageManager->entityContainer().asVector().size());
LuaIntf::LuaRef(L, "create_line")();
LuaIntf::LuaRef(L, "event.trigger")("point", lc::geo::Coordinate(0, 0));
LuaIntf::LuaRef(L, "event.trigger")("point", lc::geo::Coordinate(100, 100));
EXPECT_EQ(1, storageManager->entityContainer().asVector().size()) << "Line was not created";
documentCanvas->makeSelection(0, 0, 100, 100, false, false);
documentCanvas->closeSelection();
EXPECT_EQ(1, mdiChild->selection().size()) << "Entity not selected";
LuaIntf::LuaRef(L, "rotate_selected_entities")();
LuaIntf::LuaRef(L, "event.trigger")("point", lc::geo::Coordinate(0, 0));
LuaIntf::LuaRef(L, "event.trigger")("point", lc::geo::Coordinate(0, 100));
LuaIntf::LuaRef(L, "event.trigger")("point", lc::geo::Coordinate(100, 0));
entities = storageManager->entityContainer().asVector();
createdEntity = std::dynamic_pointer_cast<const lc::entity::Line>(entities.at(0));
EXPECT_EQ(lc::geo::Coordinate(0, 0), createdEntity->start());
EXPECT_EQ(lc::geo::Coordinate(100, -100), createdEntity->end());
}
示例9: tmp
void EntityManager::removeAllEntities()
{
EntityArray tmp(entities_);
EntityArray::iterator it = tmp.begin();
for (; it != tmp.end(); ++it) {
removeEntity(*it);
}
}
示例10: Entity
//////////////////////////////////////////////////////////////////////////
// removeAllEntities
void ScnCore::removeAllEntities()
{
for( ScnEntityListIterator It( EntityList_.begin() ); It != EntityList_.end(); ++It )
{
ScnEntityRef Entity( *It );
removeEntity( Entity );
}
}
示例11: removeEntity
void IfcPPModel::removeEntity( int entity_id )
{
auto it_find = m_map_entities.find(entity_id);
if( it_find != m_map_entities.end() )
{
shared_ptr<IfcPPEntity> entity_found = it_find->second;
removeEntity( entity_found );
}
}
示例12: getEntityByAvatarID
bool Scene::removePlayer(AvatarID avatarID)
{
auto entity = getEntityByAvatarID(avatarID);
if (entity)
{
return removeEntity(entity->_state.eid);
}
return false;
}
示例13: removeEntity
void CHUD_Radar::setSubject(ILocalEntity * entity)
{
m_subject = entity;
// L'entité ne peut pas être dans la liste des entités suivies
if (isEntity(m_subject))
{
removeEntity(m_subject);
}
}
示例14: debug
void Map::visitEntities (IEntityVisitor *visitor, const EntityType& type)
{
if (type == EntityType::NONE || type == EntityTypes::PLAYER) {
bool needUpdate = false;
for (PlayerListIter i = _players.begin(); i != _players.end();) {
Player* e = *i;
if (visitor->visitEntity(e)) {
debug(LOG_SERVER, String::format("remove player by visit %i: %s", e->getID(), e->getType().name.c_str()));
removeEntity(ClientIdToClientMask(e->getClientId()), *e);
delete *i;
i = _players.erase(i);
needUpdate = true;
} else {
++i;
}
}
if (needUpdate) {
if (_players.empty()) {
resetCurrentMap();
return;
}
}
}
// changing the entities list is not allowed here. Adding or removing
// would invalidate the iterators
for (Map::EntityListIter i = _entities.begin(); i != _entities.end();) {
IEntity* e = *i;
if (type.isNone() || e->getType() == type) {
if (visitor->visitEntity(e)) {
debug(LOG_SERVER, String::format("remove entity by visit %i: %s", e->getID(), e->getType().name.c_str()));
removeEntity(0, *e);
(*i)->remove();
delete *i;
i = _entities.erase(i);
} else {
++i;
}
} else {
++i;
}
}
}
示例15: removeEntity
void GameEntitySystem::removeDeadEntities()
{
std::list<int>::iterator listIterator;
for(listIterator = deadList->begin(); listIterator != deadList->end(); ++listIterator)
{
removeEntity((*listIterator));
}
deadList->clear();
}