本文整理汇总了C++中ActorPtr::setPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ ActorPtr::setPosition方法的具体用法?C++ ActorPtr::setPosition怎么用?C++ ActorPtr::setPosition使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ActorPtr
的用法示例。
在下文中一共展示了ActorPtr::setPosition方法的4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: dropOnGround
void DieAction::dropOnGround(ActorPtr item)
{
MapPtr map = _performer->getMap();
if ( map != nullptr )
{
item->setPosition( _performer->getX(), _performer->getY() );
map->addActor(item);
}
}
示例2: dropOnGround
void Destroyable::dropOnGround(ActorPtr item)
{
ActorPtr owner = getOwner().lock();
if (owner)
{
MapPtr map = owner->getMap();
if ( map != nullptr )
{
item->setMap(nullptr);
item->setPosition( owner->getX(), owner->getY() );
map->addActor(item);
}
}
}
示例3: perform
bool MoveAction::perform(ActorPtr performer)
{
bool moved = false;
_performer = performer;
if ( _performer )
{
int newX = performer->getX() + _dx;
int newY = performer->getY() + _dy;
MapPtr map = performer->getMap();
if ( map )
{
moved = true;
if ( newX < 0 )
{
map->onExit(Direction::West, performer);
}
else if ( newX >= static_cast<int>(map->getWidth()) )
{
map->onExit(Direction::East, performer);
}
else if ( newY < 0 )
{
map->onExit(Direction::North, performer);
}
else if ( newY >= static_cast<int>(map->getHeight()) )
{
map->onExit(Direction::South, performer);
}
else
{
if ( !patchIsBlocked() )
{
performer->setPosition( newX, newY );
}
else
{
moved = false;
}
}
}
}
return moved;
}
示例4: showActivePanel
AWindow &CharacterCreationWindow::show()
{
TCODConsole* console = Engine::instance().getConsole();
if ( console )
{
showActivePanel();
TCOD_key_t key;
while( !TCODConsole::isWindowClosed() )
{
render(*console);
Engine::instance().flush();
TCODSystem::waitForEvent(TCOD_EVENT_KEY_PRESS,&key,NULL,true);
_panels[_activePanel]->handleKey(key);
if ( _enterGame )
{
ActorPtr player = Actor::create( _player, false);
player->setPosition( Engine::instance().getModule().getStartX(),
Engine::instance().getModule().getStartY());
PlayableCharacterPtr c = player->getFeature<PlayableCharacter>();
c->advanceLevel();
Engine::instance().getWorld().changeMap( Engine::instance().getModule().getStartMap() );
Engine::instance().getWorld().setPlayer( player );
Engine::instance().enterGame();
break;
}
}
}
return *this;
}