本文整理汇总了C++中CBase::GetDefense方法的典型用法代码示例。如果您正苦于以下问题:C++ CBase::GetDefense方法的具体用法?C++ CBase::GetDefense怎么用?C++ CBase::GetDefense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CBase
的用法示例。
在下文中一共展示了CBase::GetDefense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: 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2: CreateWeapon
CBase* Factory::CreateWeapon(int type, POINT mapPoint, bool bAddtoMngr)
{
CBase* weapon = new CBase();
CBase* temp;
switch(type)
{
case BOKKEN:
temp = weapons[BOKKEN];
temp->SetName("Bokken");
temp->SetImageID(CAssets::GetInstance()->aSwordID);
temp->SetNumType(0);
break;
case TACHI:
temp = weapons[TACHI];
temp->SetName("Tachi");
temp->SetImageID(CAssets::GetInstance()->aSwordID);
temp->SetNumType(1);
break;
case KATANA:
temp = weapons[KATANA];
temp->SetName("Katana");
temp->SetImageID(CAssets::GetInstance()->aSwordID);
temp->SetNumType(2);
break;
case NINJATO:
temp = weapons[NINJATO];
temp->SetName("Ninjato");
temp->SetImageID(CAssets::GetInstance()->aSwordID);
temp->SetNumType(3);
break;
case WOODNUN:
temp = weapons[WOODNUN];
temp->SetName("Wooden Nunchaku");
temp->SetImageID(CAssets::GetInstance()->aNunchakuID);
temp->SetNumType(4);
break;
case GLASSNUN:
temp = weapons[GLASSNUN];
temp->SetName("Glass Nunchaku");
temp->SetImageID(CAssets::GetInstance()->aNunchakuID);
temp->SetNumType(5);
break;
case STEELNUN:
temp = weapons[STEELNUN];
temp->SetName("Steel Nunchaku");
temp->SetImageID(CAssets::GetInstance()->aNunchakuID);
temp->SetNumType(6);
break;
case OAKSTAFF:
temp = weapons[OAKSTAFF];
temp->SetName("Oak Bo Staff");
temp->SetImageID(CAssets::GetInstance()->aStaffID);
temp->SetNumType(7);
break;
case BAMBOOSTAFF:
temp = weapons[BAMBOOSTAFF];
temp->SetName("Bamboo Staff");
temp->SetImageID(CAssets::GetInstance()->aStaffID);
temp->SetNumType(8);
break;
case STEELSTAFF:
temp = weapons[STEELSTAFF];
temp->SetName("Steel Staff");
temp->SetImageID(CAssets::GetInstance()->aStaffID);
temp->SetNumType(9);
break;
case RUSTYSAI:
temp = weapons[RUSTYSAI];
temp->SetName("Rusty Sais");
temp->SetImageID(CAssets::GetInstance()->aSaiID);
temp->SetNumType(10);
break;
case POLISHEDSAI:
temp = weapons[POLISHEDSAI];
temp->SetName("Polished Sais");
temp->SetImageID(CAssets::GetInstance()->aSaiID);
temp->SetNumType(11);
break;
}
weapon->SetWeapon(temp->GetName(),temp->GetStrength(), temp->GetDefense(), temp->GetImageID(), temp->GetNumType());
weapon->SetType(OBJECT_WEAPON);
weapon->SetWidth(32);
weapon->SetHeight(32);
if (bAddtoMngr)
{
//.........这里部分代码省略.........