本文整理汇总了C++中COptions::GetMusicVolume方法的典型用法代码示例。如果您正苦于以下问题:C++ COptions::GetMusicVolume方法的具体用法?C++ COptions::GetMusicVolume怎么用?C++ COptions::GetMusicVolume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COptions
的用法示例。
在下文中一共展示了COptions::GetMusicVolume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: Enter
void CGamePlay::Enter()
{
COptions *op = COptions::GetInstance();
CSGD_ObjectFactory<string, CBase> *pOF = CSGD_ObjectFactory<string, CBase>::GetInstance();
CSGD_ObjectManager *pOM = CSGD_ObjectManager::GetInstance();
CSGD_TextureManager *pTM = CSGD_TextureManager::GetInstance();
CPlayerCharacter *pPC = CPlayerCharacter::GetInstance();
CSGD_EventSystem *pEM = CSGD_EventSystem::GetInstance();
CSGD_DirectSound *pDS = CSGD_DirectSound::GetInstance();
CSGD_WaveManager* pWM = CSGD_WaveManager::GetInstance();
m_nBridgeOffset = 0;
m_nSpaceOffset = 0;
m_nEnemyCounter = 0;
m_nTotalSpawns = 0;
stateTimer = 6.0f;
m_fSpawnPowerupTimer = 15.0f;
// Register classes with ObjectFactory
pEM->RegisterClient("scroll right", this);
pEM->RegisterClient("scroll left", this);
pEM->RegisterClient("spawn enemies",this);
pEM->RegisterClient("spawn powerups",this);
pOF->RegisterClassType<CPlayerCharacter>("CPlayerCharacter");
pOF->RegisterClassType<CBullet>("CBullet");
pOF->RegisterClassType<CEnemyDemon>("CEnemyDemon");
pOF->RegisterClassType<CEnemyBusiness>("CEnemyBusiness");
pOF->RegisterClassType<CBulletPaper>("CBulletPaper");
pOF->RegisterClassType<CEnemyMeat>("CEnemyMeat");
pOF->RegisterClassType<CBulletFire>("CBulletFire");
pOF->RegisterClassType<CEnemyBooger>("CEnemyBooger");
pOF->RegisterClassType<CPowerup1up>("CPowerup1up");
pOF->RegisterClassType<CPowerupHealth>("CPowerupHealth");
pOF->RegisterClassType<CPowerupRapidFire>("CPowerupRapidFire");
pOF->RegisterClassType<CPowerupThreeWay>("CPowerupThreeWay");
pOF->RegisterClassType<CEnemyPsycrow>("CEnemyPsycrow");
pOF->RegisterClassType<CBulletHook>("CBulletHook");
m_nImageID[0] = pTM->LoadTexture("Resource\\JoA_EarthwormJim.bmp", D3DCOLOR_XRGB(80,192,64));
m_nImageID[1] = pTM->LoadTexture("Resource\\JoA_jim_level2enemies.png",D3DCOLOR_XRGB(0,64,128));
m_nImageID[2] = pTM->LoadTexture("Resource\\JoA_ewj2-flaminyawn.png",D3DCOLOR_XRGB(0,64,128));
m_nImageID[3] = pTM->LoadTexture("Resource\\JoA_earthwormjim-items.png",D3DCOLOR_XRGB(0,128,255));
m_nImageID[4] = pTM->LoadTexture("Resource\\JoA_ewj_forpete.png",D3DCOLOR_XRGB(0,64,128));
m_nBGID = pTM->LoadTexture("Resource\\JoA_jim_psycro.png", D3DCOLOR_XRGB(0,64,128));
pOM->AddObject(CPlayerCharacter::GetInstance());
m_fFinishedTimer = 5.0f;
m_Font.SetFontImageID( CSGD_TextureManager::GetInstance()->LoadTexture("resource/JoA_023 - small.bmp", D3DCOLOR_XRGB(0, 0, 0)) );
m_Font.SetCharWidth( 16 );
m_Font.SetCharHeight( 16 );
m_Font.SetNumCols( 10 );
m_Font.SetStartChar( ' ' );
m_Font2.SetFontImageID( CSGD_TextureManager::GetInstance()->LoadTexture("resource/JoA_023 - large.bmp", D3DCOLOR_XRGB(0, 0, 0)) );
m_Font2.SetCharWidth( 32 );
m_Font2.SetCharHeight( 32 );
m_Font2.SetNumCols( 10 );
m_Font2.SetStartChar( ' ' );
pPC->SetBulletScale(1.0f);
pPC->SetRateOfFire(7);
pPC->SetHP(100);
pPC->SetPosX( 100.0f );
pPC->SetImageID(m_nImageID[0]);
pPC->SetThreeWay(false);
pPC->SetGodMode(false);
pPC->SetVelX(0.00000004f);
pPC->SetVelY(0.00000004f);
pPC->SetInvulnerable(false);
pPC->SetRapidFireTimer(0.0f);
pPC->SetThreeWayTimer(0.0f);
if (GetLevel() == 1)
{
pPC->SetPosY( 202.0f );
SetRemainingEnemies(10);
m_nBGMusicID = pWM->LoadWave("Resource/sounds/JoA_Song3.wav");
pWM->SetVolume(m_nBGMusicID,op->GetMusicVolume() - 25);
}
else if (GetLevel() == 2)
{
pPC->SetPosY(375.0f);
SetRemainingEnemies(10);
m_nBGMusicID = pWM->LoadWave("Resource/sounds/JoA_Song4.wav");
pWM->SetVolume(m_nBGMusicID,op->GetMusicVolume() - 25);
}
else if (GetLevel() == 3)
{
pPC->SetPosY(250.0f);
SetRemainingEnemies(1);
m_nBridgeOffsetY = 300;
m_nBridgeVelocityY = 25 * op->GetDifficulty();
pEM->SendEvent("spawn enemies", NULL);
m_nBGMusicID = pWM->LoadWave("Resource/sounds/JoA_Song2.wav");
pWM->SetVolume(m_nBGMusicID,op->GetMusicVolume() - 25);
}
//.........这里部分代码省略.........