本文整理汇总了C++中BackgroundLayer::addElement方法的典型用法代码示例。如果您正苦于以下问题:C++ BackgroundLayer::addElement方法的具体用法?C++ BackgroundLayer::addElement怎么用?C++ BackgroundLayer::addElement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BackgroundLayer
的用法示例。
在下文中一共展示了BackgroundLayer::addElement方法的1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: init
//.........这里部分代码省略.........
unsigned int rmask = 0x000000ff;
unsigned int gmask = 0x0000ff00;
unsigned int bmask = 0x00ff0000;
unsigned int amask = 0xff000000;
#endif
this->textSurface = SDL_CreateRGBSurface( 0, Renderer::screenWidth, Renderer::screenHeight, 32, rmask, gmask, bmask, amask);
OGLRenderableFactory factory = OGLRenderableFactory();
this->game = GameFactory::loadGame("game.xml");
this->game->loadCurrentLevel(&factory);
bExit = false;
soundManager = new SoundManager();
soundManager->init();
//soundManager->loadMusic("A991Project.ogg");
//soundManager->playCurrentMusic();
//soundManager->loadExplosionSound("Grenade-SoundBible.com-1777900486.wav");
particleManager = new ParticleManager();
/*
drawthread = SDL_CreateThread(thread_func, this);
if ( drawthread == NULL ) {
fprintf(stderr, "Unable to create draw thread: %s\n", SDL_GetError());
exit(0);
}
*/
this->game->setOnDestroyCallback(onDestroyCallback,this);
this->game->setOnHitCallback(onHitCallback,this);
this->fbAccumulation = NULL;
this->fbDrawing = NULL;
this->fbHalfRes1 = NULL;
this->fbHalfRes2 = NULL;
shaderTexturing = new Shader();
shaderTexturing->load_fragment("fragment_texturing.gl");
shaderTexturing->load_vertex("test.gl");
shaderDistort = new Shader();
shaderDistort->load_fragment("fragment_distort.gl");
shaderDistort->load_vertex("test.gl");
shaderGaussianBlurVertical = new Shader();
shaderGaussianBlurVertical->load_fragment("fragment_gaussian_vertical.gl");
shaderGaussianBlurVertical->load_vertex("test02.gl");
shaderGaussianBlurHorizontal = new Shader();
shaderGaussianBlurHorizontal->load_fragment("fragment_gaussian_horizontal.gl");
shaderGaussianBlurHorizontal->load_vertex("test02.gl");
Texture * texture = new Texture(2,2,(unsigned char*)g_texdata);
unsigned int * pixels = (unsigned int *)malloc(sizeof(unsigned int)*30*30);
TextureGenerator::generateTriangle(10,4,pixels,30,0xffffffff);
this->spriteAccumulation = new Sprite(texture,100.f,100.f,0,0,1,1);
this->spriteBullet = new Sprite(texture,5.f,5.f,1,1,0,0);
this->spriteDrawing = new Sprite(texture,100.f,100.f,0,0,1,1);
this->spriteDummy = new Sprite(texture,100.f,100.f,0,0,1,1);
this->spriteCovering = new Sprite(texture,Renderer::screenWidth,Renderer::screenHeight,0,0,1,1);
this->spriteRectangle = new Sprite(texture,10.f,1.f,0,0,1,1);
unsigned int * pixels2 = (unsigned int *)malloc(sizeof(unsigned int)*30*30);
TextureGenerator::generateCircle(0,0,pixels2,30,0xffffffff);
this->spriteCircle = new Sprite(new Texture(30,30,(unsigned char*)pixels2),10.f,10.f,1,1,0,0);
//this->spriteCircle = this->spriteBullet;
Texture * textSurfaceTexture = new Texture(Renderer::screenWidth,Renderer::screenHeight,(unsigned char*)this->textSurface->pixels);
this->spriteTextSurface = new Sprite(textSurfaceTexture,Renderer::screenWidth,Renderer::screenHeight,0,1,1,0);
this->spriteShip = new Sprite(new Texture(30,30,(unsigned char*)pixels),30.f,30.f,1,1,0,0);
unsigned int * pixelsgrid = (unsigned int*)malloc(sizeof(unsigned int)* 100 * 100);
TextureGenerator::generateGrid(pixelsgrid,100,100,20,0xff0909aa);
this->spriteGrid = new Sprite(new Texture(100,100,(unsigned char*)pixelsgrid),100.f,100.f,0,0,1,1);
BackgroundLayer * backgroundLayer = new BackgroundLayer(Renderer::screenWidth,Renderer::screenHeight);
backgroundLayer->addElement(this->spriteGrid,100,100);
this->backgroundManager.addLayer(backgroundLayer);
unsigned int * pixelsStarfield = (unsigned int*)calloc(sizeof(unsigned int), 100 * 100);
TextureGenerator::generateStarfield(pixelsStarfield,100,100,10);
backgroundLayer = new BackgroundLayer(Renderer::screenWidth,Renderer::screenHeight,0.0,-1.5f);
backgroundLayer->addElement(new Sprite(new Texture(100,100,(unsigned char*)pixelsStarfield),100.f,100.f,0,0,1,1),100,100);
this->backgroundManager.addLayer(backgroundLayer);
unsigned int * pixelsStarfield2 = (unsigned int*)calloc(sizeof(unsigned int), 100 * 100);
TextureGenerator::generateStarfield(pixelsStarfield2,100,100,10);
backgroundLayer = new BackgroundLayer(Renderer::screenWidth,Renderer::screenHeight,0.0,-1.0f);
backgroundLayer->addElement(new Sprite(new Texture(100,100,(unsigned char*)pixelsStarfield2),100.f,100.f,0,0,1,1),100,100);
this->backgroundManager.addLayer(backgroundLayer);
}