本文整理汇总了C++中Box::GetIsDynamic方法的典型用法代码示例。如果您正苦于以下问题:C++ Box::GetIsDynamic方法的具体用法?C++ Box::GetIsDynamic怎么用?C++ Box::GetIsDynamic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Box
的用法示例。
在下文中一共展示了Box::GetIsDynamic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: file
bool LevelReaderWriter::SaveAsTextV0(const std::string& _filePath, const Player& _player, const std::vector<Box>& _boxes,
const std::vector<Box>& _obstacles, const std::vector<Coins>& _coins, const Box& _exit, const Box& _trigger,
const std::vector<Light>& _lights, const std::vector<EnemyRobot>& _enemies)
{
std::ofstream file(_filePath);
if (file.fail())
{
perror(_filePath.c_str());
return false;
}
//write version
file << TEXT_VERSION << "\n";
//write player
file << _player.GetPosition().x << ' ' << _player.GetPosition().y << ' '
<< _player.GetDrawDims().x << ' ' << _player.GetDrawDims().y << ' '
<< _player.GetColDims().x << ' ' << _player.GetColDims().y << ' '
<< _player.GetColor().r << ' ' << _player.GetColor().g << ' '
<< _player.GetColor().b << ' ' << _player.GetColor().a << '\n';
//write the exit
file << _exit.GetPosition().x << ' ' << _exit.GetPosition().y << ' '
<< _exit.GetDimensions().x << ' ' << _exit.GetDimensions().y << ' '
<< _exit.GetColor().r << ' ' << _exit.GetColor().g << ' '
<< _exit.GetColor().b << ' ' << _exit.GetColor().a << ' '
<< _exit.GetUvRect().x << ' ' << _exit.GetUvRect().y << ' '
<< _exit.GetUvRect().z << ' ' << _exit.GetUvRect().w << ' '
<< _exit.GetAngle() << ' ' << _exit.GetTexture().filePath << ' '
<< _exit.GetIsDynamic() << ' ' << _exit.GetFixedRotation() << ' '
<< _exit.GetIsSensor() << '\n';
//write the trigger(switch)
file << _trigger.GetPosition().x << ' ' << _trigger.GetPosition().y << ' '
<< _trigger.GetDimensions().x << ' ' << _trigger.GetDimensions().y << ' '
<< _trigger.GetColor().r << ' ' << _trigger.GetColor().g << ' '
<< _trigger.GetColor().b << ' ' << _trigger.GetColor().a << ' '
<< _trigger.GetUvRect().x << ' ' << _trigger.GetUvRect().y << ' '
<< _trigger.GetUvRect().z << ' ' << _trigger.GetUvRect().w << ' '
<< _trigger.GetAngle() << ' ' << _trigger.GetTexture().filePath << ' '
<< _trigger.GetIsDynamic() << ' ' << _trigger.GetFixedRotation() << ' '
<< _trigger.GetIsSensor() << '\n';
//write the number of boxes
file << _boxes.size() << "\n";
//write all the boxes
for (auto& b : _boxes)
{
file << b.GetPosition().x << ' ' << b.GetPosition().y << ' '
<< b.GetDimensions().x << ' ' << b.GetDimensions().y << ' '
<< b.GetColor().r << ' ' << b.GetColor().g << ' '
<< b.GetColor().b << ' ' << b.GetColor().a << ' '
<< b.GetUvRect().x << ' ' << b.GetUvRect().y << ' '
<< b.GetUvRect().z << ' ' << b.GetUvRect().w << ' '
<< b.GetAngle() << ' ' << b.GetTexture().filePath << ' '
<< b.GetIsDynamic() << ' ' << b.GetFixedRotation() << ' '
<< b.GetIsSensor() << '\n';
}
//write the number of obstacles
file << _obstacles.size() << "\n";
//write all the obstacles
for (auto& obs : _obstacles)
{
file << obs.GetPosition().x << ' ' << obs.GetPosition().y << ' '
<< obs.GetDimensions().x << ' ' << obs.GetDimensions().y << ' '
<< obs.GetColor().r << ' ' << obs.GetColor().g << ' '
<< obs.GetColor().b << ' ' << obs.GetColor().a << ' '
<< obs.GetUvRect().x << ' ' << obs.GetUvRect().y << ' '
<< obs.GetUvRect().z << ' ' << obs.GetUvRect().w << ' '
<< obs.GetAngle() << ' ' << obs.GetTexture().filePath << ' '
<< obs.GetIsDynamic() << ' ' << obs.GetFixedRotation() << ' '
<< obs.GetIsSensor() << '\n';
}
//write the number of lights
file << _lights.size() << "\n";
for (auto& light : _lights)
{
file << light.position.x << ' ' << light.position.y << ' ' << light.size << ' ' <<
light.color.r << ' ' << light.color.g << ' ' << light.color.b << ' ' << light.color.a << '\n';
}
//write the number of enemies
file << _enemies.size() << "\n";
for (auto& enemy : _enemies)
{
//write player
file << enemy.GetPosition().x << ' ' << enemy.GetPosition().y << ' '
<< enemy.GetDrawDims().x << ' ' << enemy.GetDrawDims().y << ' '
<< enemy.GetColDims().x << ' ' << enemy.GetColDims().y << ' '
<< enemy.GetColor().r << ' ' << enemy.GetColor().g << ' '
<< enemy.GetColor().b << ' ' << enemy.GetColor().a << '\n';
}
//write the number of obstacles
file << _coins.size() << "\n";
//write all the obstacles
for (auto& coin : _coins)
{
//.........这里部分代码省略.........