本文整理汇总了C++中Animation::SetSpeed方法的典型用法代码示例。如果您正苦于以下问题:C++ Animation::SetSpeed方法的具体用法?C++ Animation::SetSpeed怎么用?C++ Animation::SetSpeed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Animation
的用法示例。
在下文中一共展示了Animation::SetSpeed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: if
//.........这里部分代码省略.........
}
else
{
if ( gameState.State["Weapon"] < 1 )
{
anim = animAddr.Prepare("PlayerBullet");
anim->SetPos(entity->X + entity->Width - 25, entity->Y + entity->Height / 2 - 10);
animAddr.Fire();
}
else
{
anim = animAddr.Prepare("PlayerBullet2");
anim->SetPos(entity->X + entity->Width - 25, entity->Y + entity->Height / 2 - 20);
animAddr.Fire();
}
}
if ( gameState.State["Addon"] >= 1 )
{
anim = animAddr.Prepare("PlayerAddonBullet");
anim->SetPos(entity->X + 27, entity->Y + 50);
animAddr.Fire();
}
if ( gameState.State["Addon"] >= 2 )
{
anim = animAddr.Prepare("PlayerAddonBullet");
anim->SetPos(entity->X + 27, entity->Y - 15);
animAddr.Fire();
}
SoundManager::GetSingleton().Play("Shoot");
part = particleAddr.Prepare("BulletShell");
part->SetPos(entity->X + entity->Width - 25, entity->Y + entity->Height / 2 - 10);
part->RotSpeed = (float)Helper::Random(15, 30);
part->SetSpeed((float)-Helper::Random(50, 90), (float)130, (float)-Helper::Random(100, 200), (float)Helper::Random(200, 300));
particleAddr.Fire();
bulletCount++;
}
}
if ( entity->Params["Crashed"] == "True" )
{
SoundManager::GetSingleton().Play("Explode");
anim = animAddr.Prepare("Explosion");
anim->SetPos(entity->X - 50, entity->Y - 60);
animAddr.Fire();
gameState.State["Score"] -= 10000;
gameState.State["Life"]--;
gameState.InitWeapons();
AddNewPlayer();
entity->Params["Delete"] = "True";
}
}
#pragma endregion PlayerPlane, and shootin mah bullets
#pragma region PlayerBoat
if ( entity->Params["Name"] == "PlayerBoat" )
{
if ( !gameState.State["PlayerMode"] )
{
entity->Params["Switching"] = "True";
//gameState.State["MaxHealth"] = 999999999;
entity->Health = 999999999;
}
else
{
entity->Health = 1;
示例2: Entity
void Stage_Stage3::Init()
{
stageOverTimer = 0;
boatTimer = 0;
stageClearTimer = 0;
bulletCount = 0;
GameStateManager::GetSingleton().Init();
Entity *newEntity;
#pragma region Texture
TextureManager& tm = TextureManager::GetSingleton();
tm.Add(T_BACKGROUND_1);
tm.Add(T_BACKGROUND_2);
tm.Add(T_BACKGROUND_3);
tm.Add(T_BACKGROUND_4);
tm.Add(T_BACKGROUND_5);
tm.Add(T_ENEMY_1);
tm.Add(T_ENEMY_2);
tm.Add(T_ENEMY_3);
tm.Add(T_ENEMY_BOAT);
tm.Add(T_ENEMY_BOSS);
tm.Add(T_EXPLOSION);
tm.Add(T_EXPLOSION_BIG);
tm.Add(T_PLAYER);
tm.Add(T_PLAYER_BOAT);
tm.Add(T_PLAYER_ADDON);
tm.Add(T_BULLET);
tm.Add(T_BOAT_BULLET);
tm.Add(T_BULLET_2);
tm.Add(T_BULLET2_EXPLOSION);
tm.Add(T_BULLET_SHELL);
tm.Add(T_BULLET_EXPLOSION);
tm.Add(T_UI_BACKGROUND_1);
tm.Add(T_UI_BACKGROUND_2);
tm.Add(T_UI_BAR_HEALTH);
tm.Add(T_UI_BAR_EXP);
tm.Add(T_UI_SHOP_POWER);
tm.Add(T_UI_SHOP_MORESPEED);
tm.Add(T_UI_SHOP_SPEED);
tm.Add(T_UI_SHOP_ADDON);
tm.Add(T_UI_SHOP_WEAPON);
tm.Add(T_UI_BAR_BOSS);
tm.Add(T_UI_GAMEOVER);
tm.Add(T_UI_BAR_BOSS_BG);
tm.Add(T_UI_BAR_BOSS_BG_BLACK);
tm.Add(T_UI_CLEAR);
tm.Add(T_DOKDO);
tm.Add(T_HP);
tm.Init();
#pragma endregion Texture
#pragma region Background
newEntity = new Entity(T_BACKGROUND_1, 800, 600);
newEntity->SetPos(0, 0);
entities.push_back(newEntity);
newEntity = new Entity(T_DOKDO, 454, 209);
newEntity->SetPos(200, 300);
newEntity->Params["Name"] = "Dokdo";
newEntity->SetSpeed(-30, 0, 0, 0);
entities.push_back(newEntity);
newEntity = new Entity(T_BACKGROUND_2, 1600, 600);
newEntity->SetPos(0, 0);
newEntity->Params["Type"] = "ScrollingBackground";
newEntity->SetSpeed(-150, 0, 0, 0);
entities.push_back(newEntity);
newEntity = new Entity(T_BACKGROUND_3, 1600, 600);
newEntity->SetPos(0, 0);
newEntity->Params["Type"] = "ScrollingBackground";
newEntity->SetSpeed(-200, 0, 0, 0);
entities.push_back(newEntity);
newEntity = new Entity(T_BACKGROUND_4, 1600, 600);
newEntity->SetPos(0, 0);
newEntity->Params["Type"] = "ScrollingBackground";
newEntity->SetSpeed(-250, 0, 0, 0);
entities.push_back(newEntity);
newEntity = new Entity(T_BACKGROUND_5, 1600, 600);
newEntity->SetPos(0, 0);
newEntity->Params["Type"] = "ScrollingBackground";
newEntity->SetSpeed(-300, 0, 0, 0);
entities.push_back(newEntity);
#pragma endregion Background
#pragma region Player
AddNewPlayer();
AddNewPlayerBoat();
Animation *newAddon = new Animation(T_PLAYER_ADDON, 150, 17, 1, 6);
newAddon->Params["Type"] = "PlayerAddon";
newAddon->Params["Name"] = "AddonUpper";
newAddon->Play(30.0f, true);
entities.push_back(newAddon);
newAddon = new Animation(T_PLAYER_ADDON, 150, 17, 1, 6);
newAddon->Params["Type"] = "PlayerAddon";
newAddon->Params["Name"] = "AddonLower";
newAddon->Play(30.0f, true);
entities.push_back(newAddon);
//.........这里部分代码省略.........