本文整理汇总了C++中CBase::GetPosX方法的典型用法代码示例。如果您正苦于以下问题:C++ CBase::GetPosX方法的具体用法?C++ CBase::GetPosX怎么用?C++ CBase::GetPosX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::GetPosX方法的4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: 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2: 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3: Update
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4: HandleEvent
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.........