当前位置: 首页>>代码示例>>C++>>正文


C++ ContentFeatures::setInventoryTextureCube方法代码示例

本文整理汇总了C++中ContentFeatures::setInventoryTextureCube方法的典型用法代码示例。如果您正苦于以下问题:C++ ContentFeatures::setInventoryTextureCube方法的具体用法?C++ ContentFeatures::setInventoryTextureCube怎么用?C++ ContentFeatures::setInventoryTextureCube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ContentFeatures的用法示例。


在下文中一共展示了ContentFeatures::setInventoryTextureCube方法的3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: content_mapnode_init

void content_mapnode_init()
{
    // Read some settings
    bool new_style_water = g_settings.getBool("new_style_water");
    bool new_style_leaves = g_settings.getBool("new_style_leaves");
    bool invisible_stone = g_settings.getBool("invisible_stone");

    content_t i;
    ContentFeatures *f = NULL;

    i = CONTENT_STONE;
    f = &content_features(i);
    f->setAllTextures("stone.png");
    f->setInventoryTextureCube("stone.png", "stone.png", "stone.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 1";
    setStoneLikeDiggingProperties(f->digging_properties, 1.0);
    if(invisible_stone)
        f->solidness = 0; // For debugging, hides regular stone
    
    i = CONTENT_GRASS;
    f = &content_features(i);
    f->setAllTextures("mud.png^grass_side.png");
    f->setTexture(0, "grass.png");
    f->setTexture(1, "mud.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_MUD)+" 1";
    setDirtLikeDiggingProperties(f->digging_properties, 1.0);
    
    i = CONTENT_GRASS_FOOTSTEPS;
    f = &content_features(i);
    f->setAllTextures("mud.png^grass_side.png");
    f->setTexture(0, "grass_footsteps.png");
    f->setTexture(1, "mud.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_MUD)+" 1";
    setDirtLikeDiggingProperties(f->digging_properties, 1.0);
    
    i = CONTENT_MUD;
    f = &content_features(i);
    f->setAllTextures("mud.png");
    f->setInventoryTextureCube("mud.png", "mud.png", "mud.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
    setDirtLikeDiggingProperties(f->digging_properties, 1.0);
    
    i = CONTENT_SAND;
    f = &content_features(i);
    f->setAllTextures("sand.png");
    f->setInventoryTextureCube("sand.png", "sand.png", "sand.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
    setDirtLikeDiggingProperties(f->digging_properties, 1.0);
    
    i = CONTENT_GRAVEL;
    f = &content_features(i);
    f->setAllTextures("gravel.png");
    f->setInventoryTextureCube("gravel.png", "gravel.png", "gravel.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
    setDirtLikeDiggingProperties(f->digging_properties, 1.75);
    
    i = CONTENT_SANDSTONE;
    f = &content_features(i);
    f->setAllTextures("sandstone.png");
    f->setInventoryTextureCube("sandstone.png", "sandstone.png", "sandstone.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAND)+" 1";
    setDirtLikeDiggingProperties(f->digging_properties, 1.0);

    i = CONTENT_CLAY;
    f = &content_features(i);
    f->setAllTextures("clay.png");
    f->setInventoryTextureCube("clay.png", "clay.png", "clay.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("CraftItem lump_of_clay 4");
    setDirtLikeDiggingProperties(f->digging_properties, 1.0);

    i = CONTENT_BRICK;
    f = &content_features(i);
    f->setAllTextures("brick.png");
    f->setInventoryTextureCube("brick.png", "brick.png", "brick.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("CraftItem clay_brick 4");
    setStoneLikeDiggingProperties(f->digging_properties, 1.0);

    i = CONTENT_TREE;
    f = &content_features(i);
    f->setAllTextures("tree.png");
    f->setTexture(0, "tree_top.png");
    f->setTexture(1, "tree_top.png");
//.........这里部分代码省略.........
开发者ID:MarkTraceur,项目名称:minetest-delta,代码行数:101,代码来源:content_mapnode.cpp

示例2: content_mapnode_init

void content_mapnode_init()
{
    // Read some settings
    bool new_style_water = g_settings->getBool("new_style_water");
    bool new_style_leaves = g_settings->getBool("new_style_leaves");
    bool invisible_stone = g_settings->getBool("invisible_stone");
    bool opaque_water = g_settings->getBool("opaque_water");

    content_t i;
    ContentFeatures *f = NULL;

    i = CONTENT_STONE;
    f = &content_features(i);
    f->setAllTextures("stone.png");
    f->setInventoryTextureCube("stone.png", "stone.png", "stone.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->often_contains_mineral = true;
    f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 1";
    setStoneLikeDiggingProperties(f->digging_properties, 1.0);
    if(invisible_stone)
        f->solidness = 0; // For debugging, hides regular stone
    
    i = CONTENT_GRASS;
    f = &content_features(i);
    f->setAllTextures("mud.png^grass_side.png");
    f->setTexture(0, "grass.png");
    f->setTexture(1, "mud.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_MUD)+" 1";
    setDirtLikeDiggingProperties(f->digging_properties, 1.0);
    
    i = CONTENT_GRASS_FOOTSTEPS;
    f = &content_features(i);
    f->setAllTextures("mud.png^grass_side.png");
    f->setTexture(0, "grass_footsteps.png");
    f->setTexture(1, "mud.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_MUD)+" 1";
    setDirtLikeDiggingProperties(f->digging_properties, 1.0);
    
    i = CONTENT_MUD;
    f = &content_features(i);
    f->setAllTextures("mud.png");
    f->setInventoryTextureCube("mud.png", "mud.png", "mud.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
    setDirtLikeDiggingProperties(f->digging_properties, 1.0);
    
    i = CONTENT_SAND;
    f = &content_features(i);
    f->setAllTextures("sand.png");
    f->setInventoryTextureCube("sand.png", "sand.png", "sand.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
    setDirtLikeDiggingProperties(f->digging_properties, 1.0);
    
    i = CONTENT_GRAVEL;
    f = &content_features(i);
    f->setAllTextures("gravel.png");
    f->setInventoryTextureCube("gravel.png", "gravel.png", "gravel.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
    setDirtLikeDiggingProperties(f->digging_properties, 1.75);
    
    i = CONTENT_SANDSTONE;
    f = &content_features(i);
    f->setAllTextures("sandstone.png");
    f->setInventoryTextureCube("sandstone.png", "sandstone.png", "sandstone.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAND)+" 1";
    setDirtLikeDiggingProperties(f->digging_properties, 1.0);

    i = CONTENT_CLAY;
    f = &content_features(i);
    f->setAllTextures("clay.png");
    f->setInventoryTextureCube("clay.png", "clay.png", "clay.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("CraftItem lump_of_clay 4");
    setDirtLikeDiggingProperties(f->digging_properties, 1.0);

    i = CONTENT_BRICK;
    f = &content_features(i);
    f->setAllTextures("brick.png");
    f->setInventoryTextureCube("brick.png", "brick.png", "brick.png");
    f->param_type = CPT_MINERAL;
    f->is_ground_content = true;
    f->dug_item = std::string("CraftItem clay_brick 4");
    setStoneLikeDiggingProperties(f->digging_properties, 1.0);

    i = CONTENT_TREE;
    f = &content_features(i);
    f->setAllTextures("tree.png");
//.........这里部分代码省略.........
开发者ID:BenPerson,项目名称:minetest,代码行数:101,代码来源:content_mapnode.cpp

示例3: content_mapnode_plants

void content_mapnode_plants(bool repeat)
{
    bool new_style_leaves = g_settings->getBool("new_style_leaves");
    content_t i;
    ContentFeatures *f = NULL;


    i = CONTENT_TREE;
    f = &content_features(i);
    f->description = wgettext("Tree");
    f->setAllTextures("tree.png");
    f->setTexture(0, "tree_top.png");
    f->setTexture(1, "tree_top.png");
    f->setInventoryTextureCube("tree_top.png", "tree.png", "tree.png");
    f->draw_type = CDT_TRUNKLIKE;
    f->is_ground_content = true;
    f->flammable = 2; // can be set on fire
    f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
    f->cook_result = std::string("CraftItem lump_of_charcoal 1");
    f->fuel_time = 30;
    f->type = CMT_TREE;
    f->hardness = 1.0;
    f->ondig_special_drop = CONTENT_WOOD;
    f->ondig_special_drop_count = 6;
    f->ondig_special_tool = TT_AXE;
    lists::add("creative",i);
    lists::add("cooking",i);

    i = CONTENT_APPLE_TREE;
    f = &content_features(i);
    f->description = wgettext("Apple Tree");
    f->setAllTextures("apple_tree.png");
    f->setTexture(0, "apple_tree_top.png");
    f->setTexture(1, "apple_tree_top.png");
    f->setInventoryTextureCube("apple_tree_top.png", "apple_tree.png", "apple_tree.png");
    f->draw_type = CDT_TRUNKLIKE;
    f->is_ground_content = true;
    f->flammable = 2; // can be set on fire
    f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
    f->cook_result = std::string("CraftItem lump_of_charcoal 1");
    f->fuel_time = 30;
    f->type = CMT_TREE;
    f->hardness = 1.0;
    f->ondig_special_drop = CONTENT_WOOD;
    f->ondig_special_drop_count = 6;
    f->ondig_special_tool = TT_AXE;
    lists::add("creative",i);
    lists::add("cooking",i);

    i = CONTENT_JUNGLETREE;
    f = &content_features(i);
    f->description = wgettext("Jungle Tree");
    f->setAllTextures("jungletree.png");
    f->setTexture(0, "jungletree_top.png");
    f->setTexture(1, "jungletree_top.png");
    f->setInventoryTextureCube("jungletree_top.png", "jungletree.png", "jungletree.png");
    f->draw_type = CDT_TRUNKLIKE;
    //f->is_ground_content = true;
    f->flammable = 2; // can be set on fire
    f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
    f->cook_result = std::string("CraftItem lump_of_charcoal 1");
    f->fuel_time = 30;
    f->type = CMT_TREE;
    f->hardness = 1.0;
    f->ondig_special_drop = CONTENT_JUNGLEWOOD;
    f->ondig_special_drop_count = 6;
    f->ondig_special_tool = TT_AXE;
    lists::add("creative",i);

    i = CONTENT_CONIFER_TREE;
    f = &content_features(i);
    f->description = wgettext("Conifer Tree");
    f->setAllTextures("conifer_tree.png");
    f->setTexture(0, "conifer_tree_top.png");
    f->setTexture(1, "conifer_tree_top.png");
    f->setInventoryTextureCube("conifer_tree_top.png", "conifer_tree.png", "conifer_tree.png");
    f->draw_type = CDT_TRUNKLIKE;
    f->is_ground_content = true;
    f->flammable = 2; // can be set on fire
    f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
    f->cook_result = std::string("CraftItem lump_of_charcoal 1");
    f->fuel_time = 25;
    f->type = CMT_TREE;
    f->hardness = 0.8;
    f->ondig_special_drop = CONTENT_WOOD_PINE;
    f->ondig_special_drop_count = 6;
    f->ondig_special_tool = TT_AXE;
    lists::add("creative",i);
    lists::add("cooking",i);

    i = CONTENT_YOUNG_TREE;
    f = &content_features(i);
    f->description = wgettext("Young Tree");
    f->setAllTextures("tree.png");
    f->setTexture(0, "tree_top.png");
    f->setTexture(1, "tree_top.png");
    f->draw_type = CDT_NODEBOX;
    f->solidness = 0; // drawn separately, makes no faces
    f->param_type = CPT_LIGHT;
    f->light_propagates = true;
//.........这里部分代码省略.........
开发者ID:Jobava,项目名称:Voxelands,代码行数:101,代码来源:content_mapnode_plants.cpp


注:本文中的ContentFeatures::setInventoryTextureCube方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。