本文整理汇总了C++中CBase类的典型用法代码示例。如果您正苦于以下问题:C++ CBase类的具体用法?C++ CBase怎么用?C++ CBase使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了CBase类的15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: main
int main()
{
CBase lw;
lw.run();
return 0;
}
示例2: SetPosX
void CBulletPaper::Update(float fElapsedTime)
{
CSGD_ObjectManager *pOM = CSGD_ObjectManager::GetInstance();
CSGD_MessageSystem *pMS = CSGD_MessageSystem::GetInstance();
CGamePlay *pGP = CGamePlay::GetInstance();
SetPosX(GetPosX() + GetVelX() * fElapsedTime);
SetPosY(GetPosY() + GetVelY() * fElapsedTime);
rCollisionRect.top = GetPosY();
rCollisionRect.left = GetPosX();
rCollisionRect.bottom = GetPosY() + GetHeight();
rCollisionRect.right = GetPosX() + GetWidth();
CBase *player;
player = CPlayerCharacter::GetInstance();
RECT cross;
if (IntersectRect(&cross,&rCollisionRect,&player->GetCollisionRect()))
pMS->SendMsg(new CCollisionMessage(player,this));
if (GetPosY() > 580 || GetPosY() < -100 || GetPosX() > 740 || GetPosX() < -100)
pMS->SendMsg(new CDestroyMessage(this));
}
示例3: SetPosX
void CBulletHook::Update(float fElapsedTime)
{
CSGD_ObjectManager *pOM = CSGD_ObjectManager::GetInstance();
CSGD_MessageSystem *pMS = CSGD_MessageSystem::GetInstance();
CGamePlay *pGP = CGamePlay::GetInstance();
CPlayerCharacter *pPC = CPlayerCharacter::GetInstance();
if (GetScoreValue() == 1.0f)
{
m_fLifeTime -= fElapsedTime;
SetPosX(GetPosX() + GetVelX() * fElapsedTime);
SetPosY(GetPosY() + GetVelY() * fElapsedTime);
}
else if (GetScoreValue() == 2.0f)
m_fLifeTime -= fElapsedTime * 0.25f;
else if (GetScoreValue() == 3.0f)
{
m_fLifeTime -= fElapsedTime;
SetPosX(GetPosX() + GetVelX() * fElapsedTime);
SetPosY(GetPosY() + GetVelY() * fElapsedTime);
if (GetPosX() < pPC->GetPosX())
SetVelX(abs(GetVelX()));
else if (GetPosX() >= pPC->GetPosX())
SetVelX(-abs(GetVelX()));
if (GetPosY() < pPC->GetPosY())
SetVelY(abs(GetVelY()));
else if (GetPosY() >= pPC->GetPosY())
SetVelY(-abs(GetVelY()));
}
rCollisionRect.top = GetPosY();
rCollisionRect.left = GetPosX();
rCollisionRect.bottom = GetPosY() + GetHeight();
rCollisionRect.right = GetPosX() + GetWidth();
CBase *player;
player = CPlayerCharacter::GetInstance();
RECT cross;
if (IntersectRect(&cross,&rCollisionRect,&player->GetCollisionRect()))
{
pMS->SendMsg(new CCollisionMessage(player,this));
pMS->SendMsg(new CDestroyMessage(this));
}
if (m_fLifeTime <= 0)
pMS->SendMsg(new CDestroyMessage(this));
}
示例4: test_transfer
void test_transfer()
{
BOOST_TEST_MESSAGE( "starting transfer test" );
CDerived from;
CBase to;
set_capacity<CDerived>()( from );
set_capacity<CBase>()( to );
from.push_back( new T );
from.push_back( new T );
to. BOOST_NESTED_TEMPLATE transfer<CDerived>( to.end(), from );
BOOST_TEST_MESSAGE( "finished transfer test" );
}
示例5: HandleEvent
void CGate::HandleEvent(CEvent* pEvent)
{
if( pEvent->GetEventID() == "generator.destroyed" )
{
CBase* generator = (CBase*)pEvent->GetParam();
tVector2D toGenerator;
toGenerator.fX = generator->GetPosX() - GetPosX();
toGenerator.fY = generator->GetPosY() - GetPosY();
if( Vector2DLength(toGenerator) < 700 )
{
CMessageSystem::GetInstance()->SendMsg( new CDestroyBase(this));
}
}
}
示例6:
bool Del ( const CBase & x ){
for( unsigned int i = 0; i < col.data.size(); i++ )
if( (*col.data[i]).Type() == x.Type() && (*col.data[i]).Cmp(&x) ){
col.data.erase(col.data.begin() + i);
return true;
}
return false;
}
示例7: if
bool Add ( const CBase & x ){
for( unsigned int i = 0; i < col.data.size(); i++ )
if( (*col.data[i]).Type() == x.Type() && (*col.data[i]).Cmp(&x) ) return false;
if( x.Type() == "A" ){
CRecA * a = new CRecA(dynamic_cast<const CRecA &>(x));
col.data.push_back(a);
}
else if( x.Type() == "AAAA" ){
CRecAAAA * a = new CRecAAAA(dynamic_cast<const CRecAAAA &>(x));
col.data.push_back(a);
}
else if( x.Type() == "MX" ){
CRecMX * a = new CRecMX(dynamic_cast<const CRecMX &>(x));
col.data.push_back(a);
}
return true;
}
示例8: while
/////////////////////////////////////////////////////////////////
// CBase::ReleaseChildren
//
/////////////////////////////////////////////////////////////////
HRESULT CBase::ReleaseChildren()
{
//Make our lives easier...
CObjTree* pCObjTree = m_pCMainWindow->m_pCMDIObjects->m_pCObjTree;
//No-op
if(!m_hTreeItem || !pCObjTree->m_hWnd)
return S_OK;
BOOL bAllRemoved = TRUE;
//Try to obtain the first child...
HTREEITEM hChildItem = pCObjTree->GetChildItem(m_hTreeItem);
while(hChildItem)
{
//NOTE: Before deleting this node of the tree, obtain the
//next sibling (if there is one...). Since we can't do this after the node has been deleted!
HTREEITEM hNextSibling = pCObjTree->GetNextItem(hChildItem);
CBase* pCChild = (CBase*)pCObjTree->GetItemParam(hChildItem);
if(pCChild)
{
//Make sure all its children are released (recurse)
//If this child cannot be released, we still can continue on to the next child
//(ie: release everything we can - not all or nothing...)
if(SUCCEEDED(pCChild->ReleaseChildren()))
{
//Now we can release this child
pCChild->ReleaseObject();
}
}
//Go to the next sibling...
hChildItem = hNextSibling;
}
return bAllRemoved ? S_OK : E_FAIL;
}
示例9: UpdateRollAway
void UpdateRollAway( float elapsedTime, CSkill* skill, CParticleSystem* ps )
{
CPlayer* pPlayer = CPlayer::GetInstance();
CBattleMap* pBattleMap = CBattleMap::GetInstance();
CBase* character = pBattleMap->GetCurrChar();
CBase* target = pBattleMap->GetCurrEnemyTarget();
// if the skill consists of more than one animation, this needs to happen when each one is finished
if (skill->Trigger())
{
ps[NINJA_BLOOD].Emit(target->GetPosX(), target->GetPosY());
ps[NINJA_BLOOD].m_bActive = true; ps[NINJA_BLOOD].m_bLoop = false;
// FORMULA: str - def + dmg + accuracy * 1.5 + random(-5 to 5) + (QTE amt successful * 5)
skill->DmgToRender( (int)((float)(character->GetStrength() - target->GetDefense() +
skill->GetDmg() + character->GetAccuracy()) * 1.5f + rand() % (5 + 4) - 5) + (skill->GetCurrAmtSuccessful() * 5) );
target->SetHealth(target->GetHealth() - skill->DmgToRender());
ps[NINJA_BLOOD].m_bActive = false;
skill->Trigger(false);
}
/*ps[BLOOD].UpdateParticle(elapsedTime);
ps[BLOOD].DrawParticle(CAssets::GetInstance()->aBloodParticle);*/
}
示例10: width
void CCamera::Update( float fElapsedTime )
{
int width( int( theCamera->GetWidth( )-theCamera->GetXOffset( ) ) );
int height( int( theCamera->GetHeight( )-theCamera->GetYOffset( ) ) );
RECT rCamera;
rCamera.left = LONG( GetXOffset() );
rCamera.right = LONG( rCamera.left + GetWidth() );
rCamera.top = LONG( GetYOffset() );
rCamera.bottom = LONG( rCamera.top + GetHeight() );
CBase* pCurPlayer;
RECT rPlayer;
if( !((CPlayer*)thePlayer)->GetFainted() || thePlayer2 == NULL )
{
pCurPlayer = thePlayer;
rPlayer = thePlayer->GetCollisionRect( fElapsedTime );
}
else if( thePlayer2 )
{
pCurPlayer = thePlayer2;
rPlayer = thePlayer2->GetCollisionRect( fElapsedTime );
}
int CenterOfScreenX( int( theCamera->GetXOffset( ) + width / 2 ) );
int CenterOfScreenY( int( theCamera->GetYOffset( ) + height / 2 ) );
RECT rHook, r;
int x = thePlayer->GetWidth( );
rHook.left = CenterOfScreenX - ( thePlayer->GetWidth( ) << 1 );
rHook.top = CenterOfScreenY - ( thePlayer->GetHeight( ) );
rHook.right = CenterOfScreenX + ( thePlayer->GetWidth( ) << 1 );
rHook.bottom = CenterOfScreenY + ( thePlayer->GetHeight( ) );
if( !IntersectRect( &r, &rPlayer, &rCamera ) )
{
theCamera->SetCameraXOffset( pCurPlayer->GetPosX( ) - width / 2 );
theCamera->SetCameraYOffset( pCurPlayer->GetPosY( ) - height / 2 );
}
if (IntersectRect( &r, &rHook, &rPlayer ) )
{
theCamera->SetVelocityX( theCamera->GetVelocityX( ) * 0.95f );
theCamera->SetVelocityY( theCamera->GetVelocityY( ) * 0.95f );
}
{
if( rPlayer.left < rHook.left && pCurPlayer->GetVelX() < -110)
theCamera->SetVelocityX( pCurPlayer->GetVelX());
else if( rPlayer.left < rHook.left )
theCamera->SetVelocityX( -100 );
else if( rPlayer.right > rHook.right && pCurPlayer->GetVelX() > 110)
theCamera->SetVelocityX( pCurPlayer->GetVelX() );
else if( rPlayer.right > rHook.right )
theCamera->SetVelocityX( 100 );
if( rPlayer.top < rHook.top )
theCamera->SetVelocityY( -100 );
else if( rPlayer.bottom > rHook.bottom && pCurPlayer->GetVelY() > 200)
theCamera->SetVelocityY( pCurPlayer->GetVelY() );
else if(rPlayer.bottom > rHook.bottom)
theCamera->SetVelocityY( 200 );
}
theCamera->SetCameraXOffset( theCamera->GetXOffset( ) + theCamera->GetVelocityX( ) * fElapsedTime );
theCamera->SetCameraYOffset( theCamera->GetYOffset( ) + theCamera->GetVelocityY( ) * fElapsedTime );
}
示例11: _tmain
int _tmain(int argc, _TCHAR* argv[])
{
//知识点:注意区分指针类型(编译时确定)和对象类型(运行时确定). 总之,非虚方法是根据指针类型来调用,虚方法是根据对象类型来调用
//指针类型(CBase) 对象类型(CDerived())
//CBase *pBase = new CDerived();
CBase base;
cout << "sizeof(base):" << sizeof(base) << endl; // 4
cout << sizeof(long long) << endl;
//base.Test();
CDerived derived;
cout << "sizeof(derived):" << sizeof(derived) << endl;
derived.name();
derived.derived_print();
CBase* p = &derived; //隐式向上强制转换
//当一个derived class object被交出去当作一个base class object时,
//它原本所以“成为一个derived class object”的所有特征,都会被切除(slicing)掉,只留下内部一个base class object。
//以by reference的方式传递参数,有另一个优点:可避免所谓的“切割(slicing)问题”。引用是除指针外另一个可以产生多态效果的手段。
Test1(derived);//Output from CBase! 出现切割
Test2(derived);//Output from CDerived!
Test3(p); //Output from CDerived!
cout << "打印指针自身内存地址:" << &p << endl;
cout << "打印指针指向内存地址:" << (int *)p << endl;
p->show();
//p->range();//编译错误.“range”: 不是“CBase”的成员
CDerived* derived2 = (CDerived *)&base; //显式向下强制转换
derived2->range();//调用派生类独有的方法,不安全操作(如果方法内有访问CDerived独有的成员变量,用到this指针就会出问题)
CDerived* derived3 = dynamic_cast<CDerived*>(&base);//用dynamic_cast来转换类型可以检查转换是否安全成功,失败返回空指针
if (derived3)
{
cout<< "derived3 dynamic_cast successful !!" <<endl;
derived3->range();
}
else
{
cout<< "derived3 dynamic_cast failed !!" <<endl;
}
CDerived* derived4 = dynamic_cast<CDerived*>(p);
if (derived4)
{
cout<< "derived4 dynamic_cast successful !!" <<endl;
derived4->range();
}
else
{
cout<< "derived4 dynamic_cast failed !!" <<endl;
}
derived2->Test();//Output from CBase (根据对象类型来判断)
CBase *pBase = new CDerived();
/*虚析构:
如果一个类用作基类,我们通常需要virtual来修饰它的析构函数,这点很重要。
如果基类的析构函数不是虚析构,当我们用delete来释放基类指针(它其实指向的是派生类的对象实例)占用的内存的时候,
只有基类的析构函数被调用,而派生类的析构函数不会被调用,这就可能引起内存泄露。如果基类的析构函数是虚析构,
那么在delete基类指针时,继承树上的析构函数会被自低向上依次调用,即最底层派生类的析构函数会被首先调用,
然后一层一层向上直到该指针声明的类型。*/
delete pBase;
Person *person = new Person();
person->showAge();
person->show1();
printf("%d\n", Person::date);
Children *children = new Children();
printf("%d\n", Children::date);
children->show1();
Person *person1 = children;
//show2()没有使用virtual关键字,程序将根据引用或者指针类型选择方法。忠告:绝对不要重新定义继承而来的非虚拟函数
person1->show2(); //Person::show2()
Children* children2 = (Children*)person;//显式向下强制转换
children2->show2(); //Children::show2() 发现转型之后还是可以调用Children的函数的,因为编译的时函数内存地址已经确定,如果函数里面需要用到this指针调用到成员变量就不安全
Person *person2 = new Children();
//person2->show4(); person2并不能调用show4(),只能调用Person类方法;
person2->hide();
//children->hide(); //Person的hide()函数给隐藏了,不能调用
children->hide(1);
//子类在外部调用父类方法!!!!好奇怪的语法
Children child;
child.Person::show2();
Children *pChild = new Children();
pChild->Person::show2();
//测试覆盖
person1->testOverride(10);
person2->testOverride(10);
children->testOverride(10);
system("Pause");
return 0;
}
示例12: Test2
void Test2(CBase &test)//引用传递,会修改原来的值,不会重新创建CBase副本,能提高效率,临时变量构造、复制、析构过程都将消耗时间。
{
test.Test();
}
示例13: Test1
void Test1(CBase test)//这样传递非内部数据方式是值传递,即函数会产生临时变量复制数据副本,在函数体内修改不会影响原来的数据。而且这种方式会发生“切割”
{
test.Test(); //函数结束test会给释放内存,运行析构函数
}
示例14: rand
void CGamePlay::HandleEvent(CEvent *pEvent)
{
CSGD_ObjectFactory<string, CBase> *pOF = CSGD_ObjectFactory<string, CBase>::GetInstance();
CSGD_ObjectManager *pOM = CSGD_ObjectManager::GetInstance();
CSGD_TextureManager *pTM = CSGD_TextureManager::GetInstance();
if (pEvent->GetEventID() == "spawn powerups")
{
CBase *tempPowerup;
int nRandomPowerup = rand() % 100 + 1;
if (nRandomPowerup <= 30)
tempPowerup = pOF->CreateObject("CPowerupHealth");
else if (nRandomPowerup > 30 && nRandomPowerup <= 60)
tempPowerup = pOF->CreateObject("CPowerupRapidFire");
else if (nRandomPowerup > 60 && nRandomPowerup <= 90)
tempPowerup = pOF->CreateObject("CPowerupThreeWay");
else if (nRandomPowerup > 90)
tempPowerup = pOF->CreateObject("CPowerup1up");
tempPowerup ->SetImageID(m_nImageID[3]);
tempPowerup->SetPosX(CPlayerCharacter::GetInstance()->GetPosX() + 128);
if (tempPowerup->GetPosX() > 640)
tempPowerup->SetPosX(640);
tempPowerup->SetPosY(CPlayerCharacter::GetInstance()->GetPosY() + 32);
pOM->AddObject(tempPowerup );
tempPowerup ->Release();
}
else if (pEvent->GetEventID() == "scroll right")
{
if (GetBridgeOffset() > -100)
{
SetBridgeOffset(GetBridgeOffset() - (5 * CGame::GetInstance()->GetSpeed()));
SetSpaceOffset(GetSpaceOffset() - (15 * CGame::GetInstance()->GetSpeed()));
for (int i = 0; i < enemies.size(); ++i)
{
enemies[i]->SetPosX(enemies[i]->GetPosX() - (5 * CGame::GetInstance()->GetSpeed()));
}
}
}
else if (pEvent->GetEventID() == "scroll left")
{
if (GetBridgeOffset() < 0)
{
SetBridgeOffset(GetBridgeOffset() + (5 * CGame::GetInstance()->GetSpeed()));
SetSpaceOffset(GetSpaceOffset() + (15 * CGame::GetInstance()->GetSpeed()));
for (int i = 0; i < enemies.size(); ++i)
{
enemies[i]->SetPosX(enemies[i]->GetPosX() + (5 * CGame::GetInstance()->GetSpeed()));
}
}
}
else if (pEvent->GetEventID() == "spawn enemies")
{
CBase *tempEnemy;
if (GetLevel() == 1 && m_nRemainingEnemies > 0 && m_nTotalSpawns < 10)
{
m_nEnemyCounter += 1;
m_nTotalSpawns += 1;
if (m_nTotalSpawns % 2 == 1)
{
tempEnemy = pOF->CreateObject("CEnemyDemon");
tempEnemy ->SetImageID(m_nImageID[1]);
pOM->AddObject(tempEnemy );
tempEnemy ->Release();
enemies.push_back(tempEnemy);
}
else
{
tempEnemy = pOF->CreateObject("CEnemyBusiness");
tempEnemy ->SetImageID(m_nImageID[1]);
pOM->AddObject(tempEnemy );
tempEnemy ->Release();
enemies.push_back(tempEnemy);
}
}
if (GetLevel() == 2 && m_nRemainingEnemies > 0 && m_nTotalSpawns < 10)
{
m_nEnemyCounter += 1;
m_nTotalSpawns += 1;
if (m_nTotalSpawns % 2 == 1)
{
tempEnemy = pOF->CreateObject("CEnemyMeat");
tempEnemy ->SetImageID(m_nImageID[2]);
pOM->AddObject(tempEnemy );
tempEnemy ->Release();
enemies.push_back(tempEnemy);
}
else
{
tempEnemy = pOF->CreateObject("CEnemyBooger");
tempEnemy ->SetImageID(m_nImageID[2]);
pOM->AddObject(tempEnemy );
tempEnemy ->Release();
enemies.push_back(tempEnemy);
//.........这里部分代码省略.........
示例15: print_class
void print_class(CBase &obj)
{
obj.f();
}