本文整理汇总了C++中AnimatedSprite::setDirection方法的典型用法代码示例。如果您正苦于以下问题:C++ AnimatedSprite::setDirection方法的具体用法?C++ AnimatedSprite::setDirection怎么用?C++ AnimatedSprite::setDirection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AnimatedSprite
的用法示例。
在下文中一共展示了AnimatedSprite::setDirection方法的2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: setSprite
void Being::setSprite(unsigned int slot, int id, const std::string &color,
bool isWeapon)
{
if (slot >= size())
ensureSize(slot + 1);
if (slot >= mSpriteIDs.size())
mSpriteIDs.resize(slot + 1);
if (slot >= mSpriteColors.size())
mSpriteColors.resize(slot + 1);
// id = 0 means unequip
if (id == 0)
{
removeSprite(slot);
if (isWeapon)
mEquippedWeapon = 0;
}
else
{
std::string filename = itemDb->get(id).getSprite(mGender);
AnimatedSprite *equipmentSprite = 0;
if (!filename.empty())
{
if (!color.empty())
filename += "|" + color;
equipmentSprite = AnimatedSprite::load(
paths.getStringValue("sprites") + filename);
}
if (equipmentSprite)
equipmentSprite->setDirection(getSpriteDirection());
CompoundSprite::setSprite(slot, equipmentSprite);
if (isWeapon)
mEquippedWeapon = &itemDb->get(id);
setAction(mAction);
}
mSpriteIDs[slot] = id;
mSpriteColors[slot] = color;
}
示例2: setSprite
void Player::setSprite(unsigned int slot, int id, const std::string &color)
{
assert(slot >= BASE_SPRITE && slot < VECTOREND_SPRITE);
// id = 0 means unequip
if (id == 0)
{
delete mSprites[slot];
mSprites[slot] = NULL;
#ifdef EATHENA_SUPPORT
if (slot == WEAPON_SPRITE)
mEquippedWeapon = NULL;
// if (slot == )
#endif
}
else
{
std::string filename = ItemDB::get(id).getSprite(mGender);
AnimatedSprite *equipmentSprite = NULL;
if (!filename.empty())
{
if (!color.empty())
filename += "|" + color;
equipmentSprite = AnimatedSprite::load("graphics/sprites/" +
filename);
}
if (equipmentSprite)
equipmentSprite->setDirection(getSpriteDirection());
delete mSprites[slot];
mSprites[slot] = equipmentSprite;
if (slot == WEAPON_SPRITE)
mEquippedWeapon = &ItemDB::get(id);
setAction(mAction);
}
mSpriteIDs[slot] = id;
mSpriteColors[slot] = color;
}