本文整理汇总了C++中CSprite::GetPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ CSprite::GetPosition方法的具体用法?C++ CSprite::GetPosition怎么用?C++ CSprite::GetPosition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CSprite
的用法示例。
在下文中一共展示了CSprite::GetPosition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: Init
// Initializare
void Init(CSprite *spr)
{
m_Sprite = spr;
glm::vec3 pz = m_Sprite->GetPosition();
m_Sprite->PlayAnimation("BugEye_Idle");
}
示例2: Update
//update proiectile inamici
void Update(float dt, int &nr)
{
glm::vec3 posProj;
iSecret = rand() % 500 + 1;
if ((int)(dt+iSecret) % 200 == 0 && enemy_projectiles.size()<4){
enemy_projectiles.push_back(CSpriteManager::Get()->AddSprite("bugproj.png", enemy_proj));
enemy_projectiles[enemy_projectiles.size() - 1]->
SetPosition(glm::vec3(m_Sprite->GetPosition().x+0.235f, m_Sprite->GetPosition().y - 0.2f, -13));
}
int pivot = 0;
for (int i = 0; i < enemy_projectiles.size(); i++){
//daca depasesc ecranul sunt sterse
if (enemy_projectiles[i]->GetPosition().y < SCREEN_BOTTOM + 0.5f)
{
CSpriteManager::Get()->RemoveSprite(enemy_projectiles[i]->index-pivot-nr);
enemy_projectiles.erase(enemy_projectiles.begin() + i-pivot);
nr++;
pivot++;
}
//altfel este updatata pozitia lor
else{
posProj = enemy_projectiles[i]->GetPosition();
enemy_projectiles[i]->SetPosition(glm::vec3(posProj.x,
posProj.y - dt*enemy_projectiles[i]->speed, posProj.z));
}
}
}
示例3: main
//.........这里部分代码省略.........
float t = 0.0f;
float dt = 0.01f;
float prevTime =(float) glfwGetTime();
float accumulator = 0.0f;
Collision *collide = new Collision();
bool hit = false;
bool hit2 = false;
int i;
while (!glfwWindowShouldClose(window))
{
_update_fps_counter(window);
float newTime =(float) glfwGetTime();
float deltaTime = (float)(newTime - prevTime);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, g_gl_width, g_gl_height);
if (deltaTime > 0.25f)
deltaTime = 0.25f;
prevTime = newTime;
accumulator += deltaTime;
while (accumulator >= dt)
{
// update logic pentru player
PlayerEntity.Update(dt);
// update animatie
CSpriteManager::Get()->Update(dt);
//update enemies
int nr = 0;
for (int i = 0; i < number_of_enemy; i++)
{
if (enemies[i]->life>0){
vec[i].Update(dt, nr);
}
}
t += dt;
accumulator -= dt;
}
// desenare
CSpriteManager::Get()->Draw();
//verificare coliziune intre player si inamic
for ( i = 0; i< number_of_enemy; i++)
{
collide->ResolveCollisionPlayer(playerSprite,enemies[i]);
if (collide->getStatusPlayer() == true){
if (playerSprite->life>=0){
CSpriteManager::Get()->RemoveSprite(lives[lives.size() - 1]->index);
lives.erase(lives.end() - 1);
}
}
//verificare coliziune intre player si proiectile inamici
vec[i].Collide(playerSprite, collide);
if (playerSprite->life == 0){
playerSprite->SetPosition(glm::vec3(-5.0f, -5.0f, playerSprite->GetPosition().z));
}
if (enemies[i]->life == 0){
enemies[i]->life = 2;
}
}
//verificare coliziune intre inamic si proiectilul player-ului
collide->ResolveCollisionEnemy(CSpriteManager::Get()->projectiles, enemies );
glfwPollEvents();
glfwSwapBuffers(window);
if (GLFW_PRESS == glfwGetKey(window, GLFW_KEY_ESCAPE))
{
glfwSetWindowShouldClose(window, 1);
}
}
delete collide;
glfwTerminate();
return 0;
}
示例4: Exec
//=============================================================================
//処理
//=============================================================================
//[input]
// pScene:設定するシーン
//=============================================================================
void CScene::Exec(CScene *pScene)
{
Renderer::IRender *pRender = pScene->GetAppDevice()->GetRenderer();
CSprite *pSpr = dynamic_cast<CSprite *>( m_p2DObj->FindObjectFromName("Loading") );
pSpr->SetDivnum( Math::Point2DI(6, 1) );
pScene->GetAppDevice()->GetRenderer()->Clear();
pScene->GetAppDevice()->GetRenderer()->Begin();
pSpr->Rendering();
//pScene->GetAppDevice()->GetRenderer()->DebugPrint( Math::Point2DI( 400, 300 ), CColor(255, 255, 255 ), "Npw Loading" );
pScene->GetAppDevice()->GetRenderer()->End();
pSpr->DrawAnimation( 6, 0 );
/*ロード終わってない*/
if( !pScene->GetLoadEndFlag() )
{
static string Str = "Now Loading";
static int count = 0;
count ++;
if( count % 10 == 0 )
{
Str += ".";
}
if( count >= 40 )
{
count = 0;
Str = "Now Loading";
}
pRender->DrawText( Math::Point2DI( 590, 520 ), CColor(255, 255, 255 ), Str.c_str() );
}
/*ロード終了*/
if( pScene->GetLoadEndFlag() )
{
pSpr->SetVisibleFlag( false );
m_p3DObj->Init();
CCamera *objCamMain = dynamic_cast<CCamera *>( m_pGameObj->FindObjectFromName("CamMain") );
objCamMain->Init();
pSpr->Move();
/*キャラが画面外にいったら、次のシーンに*/
if( pSpr->GetPosition().x <= -100 )
{
#if defined( DEBUG_MAP_EDIT )
m_eNextScene = SCENE_GAMEMAIN;
#elif defined( DEBUG_MAP_SEE )
m_eNextScene = SCENE_DEMO;
#elif defined( DEBUG_CHAT )
m_eNextScene = SCENE_CHAT;
#endif
pScene->SetSceneState( STATE_STANDBY );
pScene->ChangeScene( m_eNextScene );
}
}
}