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C++ AnimatedSprite::play方法代码示例

本文整理汇总了C++中AnimatedSprite::play方法的典型用法代码示例。如果您正苦于以下问题:C++ AnimatedSprite::play方法的具体用法?C++ AnimatedSprite::play怎么用?C++ AnimatedSprite::play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AnimatedSprite的用法示例。


在下文中一共展示了AnimatedSprite::play方法的6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: AnimatedSprite

pacman::pacman(sf::Texture spr)
{
    //ctor
    xpos = 250;
    ypos = 500;
    xvel = 0;
    yvel = 0;
    text = spr;
    upan.setSpriteSheet(text);
    upan.addFrame(sf::IntRect(0, 0, 25, 25));
    upan.addFrame(sf::IntRect(75, 0, 25, 25));
    downan.setSpriteSheet(text);
    downan.addFrame(sf::IntRect(0, 0, 25, 25));
    downan.addFrame(sf::IntRect(25, 0, 25, 25));
    leftan.setSpriteSheet(text);
    leftan.addFrame(sf::IntRect(0, 0, 25, 25));
    leftan.addFrame(sf::IntRect(100, 0, 25, 25));
    rightan.setSpriteSheet(text);
    rightan.addFrame(sf::IntRect(0, 0, 25, 25));
    rightan.addFrame(sf::IntRect(50, 0, 25, 25));
    currentanim = &leftan;

    anspr = AnimatedSprite(sf::seconds(.2f), false, true);
    anspr.setPosition(sf::Vector2f(xpos, ypos));
    //std::cout << "1 pacman" << std::endl;
    anspr.play(*currentanim);


    //sprite.setPosition(xpos, ypos);
    collision_box = sprite.getGlobalBounds();
    dir = 3;
}
开发者ID:deipfei,项目名称:MacPan,代码行数:32,代码来源:pacman.cpp

示例2: set_curr_anim

void pacman::set_curr_anim(int d){
    if (d == 0){
        currentanim = &upan;
    } else if (d == 1){
        currentanim = &downan;
    } else if (d == 2){
        currentanim = &rightan;
    } else {
        currentanim = &leftan;
    }

    anspr.play(*currentanim);
}
开发者ID:deipfei,项目名称:MacPan,代码行数:13,代码来源:pacman.cpp

示例3:

AnimatedSprite *StatusEffect::getIcon()
{
    if (mIcon.empty())
        return NULL;
    else {
        AnimatedSprite *sprite = AnimatedSprite::load(
                "graphics/sprites/" + mIcon);
        if (false && sprite) {
            sprite->play(ACTION_DEFAULT);
            sprite->reset();
        }
        return sprite;
    }
}
开发者ID:mekolat,项目名称:elektrogamesvn,代码行数:14,代码来源:statuseffect.cpp

示例4:

void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) {

	ERR_FAIL_COND(!nodes.has(p_node));

	{
		RigidBody2D *rb = Object::cast_to<RigidBody2D>(p_node);
		if (rb) {

			rb->set_sleeping(!p_enabled);
		}
	}

	{
		AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);

		if (ap) {

			ap->set_active(p_enabled);
		}
	}
	{
		AnimatedSprite *as = Object::cast_to<AnimatedSprite>(p_node);

		if (as) {

			if (p_enabled)
				as->play();
			else
				as->stop();
		}
	}

	{
		Particles2D *ps = Object::cast_to<Particles2D>(p_node);

		if (ps) {

			ps->set_emitting(p_enabled);
		}
	}
}
开发者ID:bigscorpions,项目名称:godot,代码行数:41,代码来源:visibility_notifier_2d.cpp

示例5: colorizer

	MainMenu() : system(TextureManager::instance().getTexture("assets/rticle.png"))
	{
		pointer.setTexture(TextureManager::instance().getTexture("assets/two_pointer.png"));
		//pointer.setPosition(1183, 427);

		//system = new thor::ParticleSystem();

		emitter.setEmissionRate(0.5f);
		emitter.setParticleLifetime( sf::seconds(40) );

		emitter.setParticleRotation( thor::Distributions::uniform(0.f, 360.f) );
		emitter.setParticlePosition( sf::Vector2f(1260,740) );
		emitter.setParticleScale(sf::Vector2f(0.1,0.1));

		system.addEmitter(thor::refEmitter(emitter));

		thor::ColorGradient gradient;
		gradient[0.0f] = sf::Color::Magenta;
		gradient[0.1f] = sf::Color::Red;
		gradient[0.2f] = sf::Color::Blue;
		gradient[0.3f] = sf::Color::Cyan;
		gradient[0.4f] = sf::Color::Green;
		gradient[0.5f] = sf::Color::Red;
		gradient[0.6f] = sf::Color::Magenta;
		gradient[0.7f] = sf::Color::Cyan;
		gradient[0.8f] = sf::Color::Red;
		gradient[0.9f] = sf::Color::Blue;
		gradient[1.0f] = sf::Color::Red;

		thor::ColorAnimation colorizer(gradient);
		thor::FadeAnimation fader(0.1f, 0.1f);

		system.addAffector( thor::ScaleAffector(sf::Vector2f(0.1f,0.1)));	
		system.addAffector( thor::AnimationAffector(fader) );
		system.addAffector( thor::AnimationAffector(colorizer) );

		sprite = AnimatedSprite(sf::seconds(0.3));

		v.setTexture(TextureManager::instance().getTexture("assets/one_upper.png"));
		back2.setTexture(TextureManager::instance().getTexture("assets/two_menu.png"));
		logo.setTexture(TextureManager::instance().getTexture("assets/one_logo.png"));
		press.setTexture(TextureManager::instance().getTexture("assets/one_anybutton.png"));
		anim.setSpriteSheet(TextureManager::instance().getTexture("assets/one_animooted.jpg"));

		for (int i = 0; i < 5; i++)
		{
			anim.addFrame(sf::IntRect(0, 800 * i, WIDTH, HEIGHT));
		}

		sprite.setAnimation(anim);
		sprite.setLooped(true);
		sprite.play();

		logo.setColor(sf::Color(255,255,255,0));
		press.setColor(sf::Color(255,255,255,0));
		pointer.setColor(sf::Color(255,255,255,0));
		press.setPosition(WIDTH/2 - press.getTextureRect().width/2, HEIGHT/2 - press.getTextureRect().height/2 + 100);
		pressFading = true;

		newLogoY = 800;
		oTweener.addTween(&CDBTweener::TWEQ_BACK, CDBTweener::TWEA_INOUT, 2.f, &newLogoY, 0.0f);

		first = true;

		pressFactor = 0.2;
		transition = false;
		check = false;
		
		sm.init(sf::Vector2f(WIDTH, HEIGHT));
		rt.create(WIDTH, HEIGHT);

		MusicManager::instance().playMusicFast("low");

		selection = 1;
	};
开发者ID:TideSofDarK,项目名称:grief-trigger,代码行数:75,代码来源:c_main.cpp

示例6: main

int main()
{
	//Initalize Variables and Settings
	const sf::Vector2i screenDimensions(800, 600);

	FloatRect playerMoveSpace = sf::FloatRect(100, 100, screenDimensions.x - 100, screenDimensions.y - 320);

	RenderWindow window(VideoMode(screenDimensions.x, screenDimensions.y), "Donkey Island", Style::Titlebar | Style::Close);

	window.setFramerateLimit(60);

	CircleShape shape(100.f);
	shape.setFillColor(Color::Green);

	Texture MenuBGTex;
	Sprite MenuBackground;

	Texture PlayerTex;
	AnimatedSprite PlayerImage;

	sf::Time actionTimer;

	int loadedLevelIndex = 0;

	GameScene* levels[] = { new LakeGrass(), new flower(), new House() };
	GameScene* loadedLevel = levels[loadedLevelIndex];

	tinyxml2::XMLElement* levelElement = NULL;

	static bool dragging = false;

	sf::Vector2f Target1;

	Inventory::item *draggeditem = NULL;

	bool clicked = false;

	if (MenuBGTex.loadFromFile("resources/menubackground.jpg")) {
		MenuBackground.setTexture(MenuBGTex);
		MenuBackground.setPosition(0.0f, 460.0f);
	}

	// load a new inventory. The inventory is kept across scenes.
	Inventory* playerInventory = new Inventory();

	// load a new quest journal. Each level, this variable is recreated with the right quests for that current level
	Quests* playerQuests = new Quests(loadedLevel);


	if (!PlayerTex.loadFromFile("resources/donkeyMovement.png")) {
		std::cout << "Failed to load player spritesheet!" << std::endl;
		return 1;
	}

	Animation walkingAnimationRight;
	walkingAnimationRight.setSpriteSheet(PlayerTex);
	walkingAnimationRight.addFrame(sf::IntRect(200, 0, 200, 200));
	walkingAnimationRight.addFrame(sf::IntRect(400, 0, 200, 200));
	walkingAnimationRight.addFrame(sf::IntRect(600, 0, 200, 200));
	walkingAnimationRight.addFrame(sf::IntRect(0, 0, 200, 200));

	Animation walkingAnimationLeft;
	walkingAnimationLeft.setSpriteSheet(PlayerTex);
	walkingAnimationLeft.addFrame(sf::IntRect(200, 200, 200, 200));
	walkingAnimationLeft.addFrame(sf::IntRect(400, 200, 200, 200));
	walkingAnimationLeft.addFrame(sf::IntRect(600, 200, 200, 200));
	walkingAnimationLeft.addFrame(sf::IntRect(0, 200, 200, 200));

	Animation walkingAnimationIdle;
	walkingAnimationIdle.setSpriteSheet(PlayerTex);
	walkingAnimationIdle.addFrame(sf::IntRect(200, 400, 200, 200));
	walkingAnimationIdle.addFrame(sf::IntRect(400, 400, 200, 200));
	walkingAnimationIdle.addFrame(sf::IntRect(600, 400, 200, 200));
	walkingAnimationIdle.addFrame(sf::IntRect(0, 400, 200, 200));

	Animation* currentAnimation = &walkingAnimationLeft;

	PlayerImage = AnimatedSprite(sf::seconds(0.1), true, false);
	PlayerImage.setPosition(sf::Vector2f(screenDimensions / 3));

	sf::Clock frameClock;


	float speed = 160.f;
	bool noKeyWasPressed = true;
	// ------------------------
	// Initialization ends here 

	// Our GAMELOOP starts here
	while (window.isOpen()) {
		Event event;
		while (window.pollEvent(event)) {
			if (event.type == Event::Closed) {
				window.close();
			}

			if (event.type == Event::MouseButtonReleased) {
				playerInventory->refreshItems();
				dragging = false;
				clicked = false;
//.........这里部分代码省略.........
开发者ID:gotwig,项目名称:DonkeyIsland,代码行数:101,代码来源:main.cpp


注:本文中的AnimatedSprite::play方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。