本文整理汇总了C++中AnimatedSprite::setPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ AnimatedSprite::setPosition方法的具体用法?C++ AnimatedSprite::setPosition怎么用?C++ AnimatedSprite::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AnimatedSprite
的用法示例。
在下文中一共展示了AnimatedSprite::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: 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;
}
示例2: update
void pacman::update(){
xpos += xvel;
ypos += yvel;
sprite.setPosition(sf::Vector2f(xpos, ypos));
anspr.setPosition(sf::Vector2f(xpos, ypos));
collision_box = anspr.getGlobalBounds();
anspr.update(frame_time.restart());
}
示例3: populateInvaders
void Invaders::populateInvaders(AnimatedSprite& invader)
{
vector<AnimatedSprite> invaderCol;
for(int col = 0; col < 10; col++)
{
for(int row = 0; row < 5; row++)
{
invader.setPosition(m_posX, m_posY);
invaderCol.push_back(invader);
m_posY += 40;
}
m_invaderPop->push_back(invaderCol);
invaderCol.clear();
m_posY -= 200;
m_posX += 40;
}
m_posX = 100;
m_posY = 70;
}
示例4: 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.........