本文整理汇总了C++中set_tunic_animation函数的典型用法代码示例。如果您正苦于以下问题:C++ set_tunic_animation函数的具体用法?C++ set_tunic_animation怎么用?C++ set_tunic_animation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set_tunic_animation函数的9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: set_tunic_animation
/**
* \brief Starts the "brandish" animation of the hero's sprites.
*/
void HeroSprites::set_animation_brandish() {
set_tunic_animation("brandish");
tunic_sprite->set_current_direction(1);
stop_displaying_sword();
stop_displaying_shield();
stop_displaying_trail();
}
示例2: stop_displaying_sword
/**
* \brief Starts the "walking_diagonal" animation of the hero's sprites.
* \param direction8 the diagonal direction to take (1, 3, 5 or 7)
*/
void HeroSprites::set_animation_walking_diagonal(int direction8) {
stop_displaying_sword();
stop_displaying_shield();
stop_displaying_trail();
set_tunic_animation("walking_diagonal");
tunic_sprite->set_current_direction(direction8 / 2);
}
示例3: set_tunic_animation
/**
* \brief Starts (or restarts) the "super_spin_attck" animation of the hero's sprites.
*/
void HeroSprites::set_animation_super_spin_attack() {
set_tunic_animation("super_spin_attack");
sword_sprite->set_current_animation("super_spin_attack");
stop_displaying_sword_stars();
stop_displaying_shield();
stop_displaying_trail();
}
示例4: set_animation_walking_common
/**
* \brief Starts the normal "walking" animation of the hero's sprites.
*/
void HeroSprites::set_animation_walking_normal() {
set_animation_walking_common();
if (equipment.has_ability(ABILITY_SHIELD)) {
set_tunic_animation("walking_with_shield");
shield_sprite->set_current_animation("walking");
shield_sprite->set_current_direction(get_animation_direction());
}
else {
set_tunic_animation("walking");
}
stop_displaying_sword();
stop_displaying_trail();
}
示例5: set_animation_stopped_common
/**
* \brief Starts the "stopped" animation with sprites that represent
* the hero swimming.
*/
void HeroSprites::set_animation_stopped_swimming() {
set_animation_stopped_common();
set_tunic_animation("swimming_stopped");
stop_displaying_sword();
stop_displaying_shield();
stop_displaying_trail();
}
示例6: set_animation_walking_common
/**
* \brief Starts the "swimming_fast" animation of the sprites.
*/
void HeroSprites::set_animation_swimming_fast() {
set_animation_walking_common();
set_tunic_animation("swimming_fast");
stop_displaying_sword();
stop_displaying_shield();
stop_displaying_trail();
}
示例7: set_animation_stopped_common
/**
* \brief Starts the "stopped" animation with sprites that represent
* the hero carrying something.
*
* If the hero actually carries an item, the carried item also takes a "stopped" animation.
*/
void HeroSprites::set_animation_stopped_carrying() {
set_animation_stopped_common();
set_tunic_animation("carrying_stopped");
if (lifted_item != nullptr) {
lifted_item->set_animation_stopped();
}
stop_displaying_trail();
}
示例8: set_tunic_animation
/**
* \brief Starts the "jumping" animation of the hero's sprites.
*/
void HeroSprites::set_animation_jumping() {
set_tunic_animation("jumping");
if (equipment.has_ability(Ability::SHIELD)) {
shield_sprite->set_current_animation("stopped");
shield_sprite->set_current_direction(get_animation_direction());
}
stop_displaying_sword();
stop_displaying_trail();
}
示例9: get_animation_direction
/**
* \brief Starts (or restarts) the "sword tapping" animation of the hero's sprites.
*/
void HeroSprites::set_animation_sword_tapping() {
int direction = get_animation_direction();
set_tunic_animation("sword_tapping");
tunic_sprite->restart_animation();
sword_sprite->set_current_animation("sword_tapping");
sword_sprite->set_current_direction(direction);
sword_sprite->restart_animation();
sword_stars_sprite->stop_animation();
if (equipment.has_ability(Ability::SHIELD)) {
shield_sprite->set_current_animation("sword_tapping");
shield_sprite->set_current_direction(direction);
shield_sprite->restart_animation();
}
stop_displaying_trail();
}