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C++ DataLibrary类代码示例

本文整理汇总了C++中DataLibrary的典型用法代码示例。如果您正苦于以下问题:C++ DataLibrary类的具体用法?C++ DataLibrary怎么用?C++ DataLibrary使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了DataLibrary类的15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: turnStart

void BattleSquad::turnStart()
{
	if (this->getUnitNum()==0)
	{
		return;
	}

	DataLibrary* datalib = DataLibrary::getSingletonPtr();
	float ap = getAttr(ATTR_ACTIONPOINT,ATTRCALC_FULL);
	setActionPoint(ap);
	setAPSetup(0.0f);
	setAPBattle(0.0f);

	std::vector<std::string> activeskills;
	activeskills = datalib->getChildList(mPath + "/Skill");
	std::vector<std::string>::iterator ite;
	for(ite = activeskills.begin(); ite != activeskills.end(); ite++)
	{
		int cooldown = 0;
		datalib->getData(mPath + "/Skill/" + (*ite) + "/CoolDown", cooldown);
		if(cooldown > 0)
			cooldown -= 1;
		datalib->setData(mPath + "/Skill/" + (*ite) + "/CoolDown", cooldown);
	}	

	LuaTempContext* luatempcontext = new LuaTempContext();
	luatempcontext->strMap["squadid"] = getSquadId();
	Trigger("TurnStart", luatempcontext);
	delete luatempcontext;
}
开发者ID:weimingtom,项目名称:fdux-slg-game,代码行数:30,代码来源:BattleSquad.cpp

示例2: getSkillApCost

float BattleSquad::getSkillApCost(std::string skillid)
{
	DataLibrary* datalib = DataLibrary::getSingletonPtr();
	std::vector<std::string> skilllist;
	skilllist = datalib->getChildList("StaticData/SkillData");
	std::vector<std::string>::iterator ite;
	ite = std::find(skilllist.begin(), skilllist.end(), skillid);
	if(ite == skilllist.end())
		return 0.0f;
	int skillaptype;
	float skillapcost;
	datalib->getData(str(boost::format("StaticData/SkillData/%1%/APType")%skillid),skillaptype);
	datalib->getData(str(boost::format("StaticData/SkillData/%1%/APCost")%skillid),skillapcost);
	switch(skillaptype)
	{
	case SKILLAPTYPE_SETUP:
	case SKILLAPTYPE_BATTLE:
		return getAPTypeCostModify(skillaptype) + skillapcost;
	case SKILLAPTYPE_DEFENCE:
		{
			float ap = getActionPoint();
			return (ap > skillapcost)?ap:skillapcost;
		}
	}
	return 0.0f;
}
开发者ID:weimingtom,项目名称:fdux-slg-game,代码行数:26,代码来源:BattleSquad.cpp

示例3: onRefreshList

void GUIDebugWindow::onRefreshList(MyGUI::Widget* _sender)
{
	DataLibrary* datalib = DataLibrary::getSingletonPtr();
	mSquadList->removeAllItems();
	std::string path = "GameData/StoryData/SquadData";
	std::vector<std::string> squadlist = datalib->getChildList(path);
	for (std::vector<std::string>::iterator it=squadlist.begin();it!=squadlist.end();it++)
	{
		mSquadList->addItem((*it));
	}
}
开发者ID:parhelia512,项目名称:fdux-slg-game,代码行数:11,代码来源:GUIDebugWindow.cpp

示例4: canUseSkill

BattleSquad::SkillState BattleSquad::canUseSkill(std::string skillid)
{
	DataLibrary* datalib = DataLibrary::getSingletonPtr();
	std::vector<std::string> activeskills;
	activeskills = datalib->getChildList(mPath + "/Skill");
	std::vector<std::string>::iterator ite;
	ite = std::find(activeskills.begin(), activeskills.end(), skillid);
	if(ite == activeskills.end())
		return SKILLSTATE_NOSKILL;
	if(getActionPoint() < getSkillApCost(skillid))
		return SKILLSTATE_NOTAVAILABLE;
	int cooldown = 0;
	datalib->getData(mPath + "/Skill/" + skillid + "/CoolDown", cooldown);
	if(cooldown > 0)
		return SKILLSTATE_NOTAVAILABLE;
	return SKILLSTATE_AVAILABLE;
}
开发者ID:weimingtom,项目名称:fdux-slg-game,代码行数:17,代码来源:BattleSquad.cpp

示例5: getPassable

bool MapDataManager::getPassable(int x, int y, int faction)
{
    //PROFILE_FUNC();
    if(x < 0 || x >= mMapSize || y < 0 || y >= mMapSize)
        return false;
    DataLibrary* datalib = DataLibrary::getSingletonPtr();
    int maxpassable;
    int minpassable;
    int passable;
    int id;
    std::string path = std::string("GameData/BattleData/MapData/Map/M") + Ogre::StringConverter::toString(getGridId(x, y));
    bool re = datalib->getData(path + std::string("/GroundType"), id);
    std::string ground;
    datalib->getData(str(boost::format("GameData/BattleData/MapData/Ground/G%1%")%id),ground);
    re = datalib->getData(str(boost::format("StaticData/GroundData/%1%/GroundModifier/Passable")%ground), passable);
    maxpassable = passable;
    minpassable = passable;
    re = datalib->getData(path + std::string("/TerrainType"), id);
    re = datalib->getData(std::string("StaticData/TerrainData/Terrain") + Ogre::StringConverter::toString(id) + std::string("/GroundModifier/Passable"), passable);
    maxpassable = (maxpassable > passable)? maxpassable:passable;
    minpassable = (minpassable < passable)? minpassable:passable;
    std::string groundobj;
    re = datalib->getData(path + std::string("/MapObjType"), groundobj,true);
    if(re)
    {
        path = str(boost::format("StaticData/MapObjType/%1%/GroundModifier/Passable")%groundobj);
        re = datalib->getData(path, passable);
        maxpassable = (maxpassable > passable)? maxpassable:passable;
        minpassable = (minpassable < passable)? minpassable:passable;
    }

    //¶îÍâÐÞÕý

    //С¶Ó×èµ²
    if(faction >= 0)
    {
        BattleSquadManager* battlesquadmanager = BattleSquadManager::getSingletonPtr();
// 		BattleSquadManager::BattleSquadIte ite;
// 		for(ite = battlesquadmanager->mSquadList.begin(); ite != battlesquadmanager->mSquadList.end(); ite++)
// 		{
// 			int xx = ite->second->getGridX();
// 			int yy = ite->second->getGridY();
// 			if(xx ==x && yy == y)
// 				return false;
// 		}
        BattleSquad* squad = battlesquadmanager->getBattleSquadAt(x, y, faction, true);
        if(squad)
            return false;
    }

    if(maxpassable == 2)
        return true;
    if(minpassable == 0)
        return false;
    return true;
}
开发者ID:parhelia512,项目名称:fdux-slg-game,代码行数:56,代码来源:MapDataManager.cpp

示例6: addParticle

bool BattleSquad::addParticle(std::string particlename, int object, std::string &particleid)
{
	DataLibrary* datalib = DataLibrary::getSingletonPtr();
	std::string distpath = mPath + std::string("/ParticleList");
	std::vector<std::string> particlelist = datalib->getChildList(distpath);
	int x = 0;
	particleid = std::string("p") + Ogre::StringConverter::toString(x);
	std::vector<std::string>::iterator ite = std::find(particlelist.begin(), particlelist.end(),particleid);
	while(ite != particlelist.end())
	{
		x = x + 1;
		particleid = std::string("p") + Ogre::StringConverter::toString(x);
		ite = std::find(particlelist.begin(), particlelist.end(),particleid);
	}
	distpath = distpath + std::string("/") + particleid;
	datalib->setData(distpath + std::string("/ParticleName"), particlename, true);
	datalib->setData(distpath + std::string("/AffectUnit"), object, true);
	return true;
}
开发者ID:weimingtom,项目名称:fdux-slg-game,代码行数:19,代码来源:BattleSquad.cpp

示例7: setUnitNum

void BattleSquad::setUnitNum(int val)
{
	DataLibrary* datalib = DataLibrary::getSingletonPtr();

	datalib->setData(getPath() + "/UnitNum", val);

	LuaTempContext* luatempcontext = new LuaTempContext();
	luatempcontext->strMap["squadid"] = getSquadId();
	Trigger("UnitNumChange", luatempcontext);
	delete luatempcontext;

	if(getUnitNum() <= 0)
	{
		LuaTempContext* luatempcontext = new LuaTempContext();
		luatempcontext->strMap["squadid"] = getSquadId();
		MapDataManager::getSingleton().Trigger("SquadAnnihilated", luatempcontext);
		delete luatempcontext;
	}
}
开发者ID:weimingtom,项目名称:fdux-slg-game,代码行数:19,代码来源:BattleSquad.cpp

示例8: loadMapFormSave

bool MapLoader::loadMapFormSave()
{
	DataLibrary* datalibrary = DataLibrary::getSingletonPtr();
	int mapsize;
	datalibrary->getData("GameData/BattleData/MapData/MapSize", mapsize);
	MapDataManager::getSingleton().mMapSize = mapsize;
	std::vector<std::string> arealist = datalibrary->getChildList("GameData/BattleData/MapData/Area");
	std::vector<std::string>::iterator ite = arealist.begin();
	for( ; ite != arealist.end(); ite++)
	{
		Area area(str(boost::format("GameData/BattleData/MapData/Area/%1%/CoordList")%(*ite)));
		MapDataManager::getSingleton().mMapArea.insert(std::make_pair(*ite, area));
	}
	Terrain::getSingleton().createTerrain();
	std::string music;
	datalibrary->getData("GameData/StoryData/MusicName", music);
	AudioSystem::getSingleton().playStream(music,true,2000);
	return true;
}
开发者ID:parhelia512,项目名称:fdux-slg-game,代码行数:19,代码来源:Maploader.cpp

示例9: getAttackRolls

AttackInfo BattleSquad::getAttackRolls(bool rangedattack,bool asdefender, int d)
{
	DataLibrary *datalib = DataLibrary::getSingletonPtr();
	AttackInfo attackinfo;
	int soildernum = getUnitNum();
	int atktime =  floor((-0.010907f) * soildernum * soildernum  + 1.37256f * soildernum+ 8.638347f + 0.5f);
	if(asdefender)
	{
		attackinfo.AtkTime = atktime * getAttr(ATTR_CONTER,ATTRCALC_FULL) / 10.0f;
	}
	else
	{
		attackinfo.AtkTime = atktime;
	}

	float atkf;
	if(rangedattack)
	{
		atkf = getAttr(ATTR_RANGEDATTACK, ATTRCALC_FULL);
	}
	else
	{
		atkf = getAttr(ATTR_ATTACK, ATTRCALC_FULL);
		float formation;
		formation = getAttr(ATTR_FORM, ATTRCALC_FULL);
		formation = (formation < 0.0f)?0.0f:formation;
		formation = formation * soildernum / 50.0f;
		int formtype = getFormation();
		int mydir = getDirection();
		int side = GetSide(mydir,d);
		formation *= GetFormationBonus(side, formtype);
		atkf += formation;
	}
	attackinfo.Atk = atkf;

	std::string soilderid = getSoilderId();
	float randomness;
	datalib->getData(std::string("StaticData/SoilderData/") + soilderid + std::string("/Randomness"),randomness);
	attackinfo.Randomness = randomness;

	return attackinfo;
}
开发者ID:weimingtom,项目名称:fdux-slg-game,代码行数:42,代码来源:BattleSquad.cpp

示例10: Trigger

void MapDataManager::Trigger(std::string triggertype, LuaTempContext * tempcontext)
{
    if(tempcontext == NULL)
        return;
    DataLibrary* datalib = DataLibrary::getSingletonPtr();
    std::vector<std::string> triggerlist;
    triggerlist = datalib->getChildList("GameData/BattleData/Trigger");
    std::vector<std::string>::iterator ite;
    for(ite = triggerlist.begin(); ite != triggerlist.end(); ite++)
    {
        std::string datapath = std::string("GameData/BattleData/Trigger/") + (*ite);
        int active;
        datalib->getData(datapath,active);
        if(!active)
            continue;
        std::string type;
        datalib->getData(datapath + std::string("/type"),type);
        if(type != triggertype)
            continue;
        std::string context,filename,funcname;
        datalib->getData(datapath + std::string("/file"),filename);
        datalib->getData(datapath + std::string("/func"),funcname);
        datalib->getData(datapath + std::string("/context"),context);
        LuaSystem::getSingleton().executeFunction(filename,funcname,context,tempcontext);
    }
}
开发者ID:parhelia512,项目名称:fdux-slg-game,代码行数:26,代码来源:MapDataManager.cpp

示例11: getTerrainType

float MapDataManager::getCovert(int x, int y, int faction)
{
    TerrainType t = getTerrainType(x,y);
    GroundType g = getGroundType(x,y);
    float terraincost;
    float groundcost;
    std::string ground;
    DataLibrary::getSingleton().getData(str(boost::format("GameData/BattleData/MapData/Ground/G%1%")%g),ground);
    bool re = DataLibrary::getSingleton().getData(str(boost::format("StaticData/GroundData/%1%/GroundModifier/Covert")%ground), groundcost);
    re = DataLibrary::getSingleton().getData(std::string("StaticData/TerrainData/Terrain") + Ogre::StringConverter::toString(t) + std::string("/GroundModifier/Covert"), terraincost);
    DataLibrary* datalib = DataLibrary::getSingletonPtr();
    std::string path =  std::string("GameData/BattleData/MapData/Map/M") + Ogre::StringConverter::toString(getGridId(x, y));
    std::string groundobj;
    float groundobjcost = 0.0f;
    re = datalib->getData(path + std::string("/MapObjType"), groundobj, true);
    if(re)
    {
        path = str(boost::format("StaticData/MapObjType/%1%/GroundModifier/Covert")%groundobj);
        re = datalib->getData(path, groundobjcost);
    }
    return groundcost + terraincost + groundobjcost;
}
开发者ID:parhelia512,项目名称:fdux-slg-game,代码行数:22,代码来源:MapDataManager.cpp

示例12: loadMapObj

void MapLoader::loadMapObj()
{
	DataLibrary* datalibrary = DataLibrary::getSingletonPtr();
	Terrain* terrain = Terrain::getSingletonPtr();
	std::string datapath("GameData/BattleData/MapData/MapObjModleInfo");
	std::vector<std::string> childlist;
	childlist = datalibrary->getChildList(datapath);
	if(childlist.size()>0)
	{
		for(unsigned int n = 0; n < childlist.size(); n++)
		{
			std::string meshname;
			int x,y,dir;
			datalibrary->getData(datapath + std::string("/") + childlist[n] + std::string("/Mesh"),meshname);
			datalibrary->getData(datapath + std::string("/") +childlist[n] + std::string("/GridX"),x);
			datalibrary->getData(datapath + std::string("/") +childlist[n] + std::string("/GridY"),y);
			datalibrary->getData(datapath + std::string("/") +childlist[n] + std::string("/Direction"),dir);
			int index;
			index = terrain->createMapObj(x,y,meshname, dir);
			datalibrary->setData(datapath + std::string("/") + childlist[n] + std::string("/Index"),index);
		}
	}
	datapath = "GameData/BattleData/MapData/MapParticleInfo";
	childlist = datalibrary->getChildList(datapath);
	if(childlist.size()>0)
	{
		for(unsigned int n = 0; n < childlist.size(); n++)
		{
			std::string particlename;
			int x,y;
			datalibrary->getData(datapath + std::string("/") + childlist[n] + std::string("/Particle"),particlename);
			datalibrary->getData(datapath + std::string("/") +childlist[n] + std::string("/GridX"),x);
			datalibrary->getData(datapath + std::string("/") +childlist[n] + std::string("/GridY"),y);
			int index;
			index = terrain->createMapParticle(x,y,particlename);
			datalibrary->setData(datapath + std::string("/") + childlist[n] + std::string("/Index"),index);
		}
	}
}
开发者ID:parhelia512,项目名称:fdux-slg-game,代码行数:39,代码来源:Maploader.cpp

示例13: useSkillAt

bool BattleSquad::useSkillAt(int x, int y, std::string skillid)
{
	if(canUseSkill(skillid) != SKILLSTATE_AVAILABLE)
		return false;
		DataLibrary* datalib = DataLibrary::getSingletonPtr();
	std::string skillpath = getPath() + std::string("/Skill/") + skillid;
	std::string skillinfopath = std::string("StaticData/SkillData/")+ skillid;
	std::string skillscript;
	datalib->getData(skillinfopath + std::string("/Script"),skillscript);
	LuaTempContext* context = new LuaTempContext;
	context->strMap.insert(std::make_pair("squadid", getSquadId()));
	context->intMap.insert(std::make_pair("targetx", x));
	context->intMap.insert(std::make_pair("targety", y));
	context->intMap.insert(std::make_pair("castsuccess", 0));
	bool re = LuaSystem::getSingleton().executeFunction(skillscript, "useskill" , skillpath + std::string("/ScriptContext"), context);
	if(re)
	{
		if(context->intMap["castsuccess"] == 1)
		{
			float apcost = getSkillApCost(skillid);
			float apleft = getActionPoint() - apcost;
			setActionPoint(apleft);
			int aptype = SKILLAPTYPE_BATTLE;
			datalib->getData(skillinfopath + "/APType", aptype);
			if(aptype != SKILLAPTYPE_DEFENCE)
			{
				apcost = getAPTypeCostModify(aptype);
				apcost += 1.0f;
				setAPTypeCostModify(aptype, apcost);
			}
			int cooldown;
			datalib->getData(skillinfopath + "/CoolDown", cooldown);
			datalib->setData(skillpath + "/CoolDown", cooldown);
		}
	}
	delete context;
	return false;
}
开发者ID:weimingtom,项目名称:fdux-slg-game,代码行数:38,代码来源:BattleSquad.cpp

示例14: if

std::vector<BattleSquad::ActiveSkillInfo> BattleSquad::GetActiveSkillList()
{
	std::vector<ActiveSkillInfo> skilllist;
	DataLibrary* datalib = DataLibrary::getSingletonPtr();
	ActiveSkillInfo skillinfo;
	//ÅжÏÒƶ¯
	if(canMove() == SKILLSTATE_AVAILABLE)
	{
		skillinfo.skillid = "move";
		skillinfo.apcost = 0;
		skillinfo.available = true;
		skilllist.push_back(skillinfo);
		skillinfo.skillid = "turn";
		skillinfo.apcost = 0;
		skillinfo.available = true;
		skilllist.push_back(skillinfo);
	}
	else if(canMove() == SKILLSTATE_NOTAVAILABLE)
	{
		skillinfo.skillid = "move";
		skillinfo.apcost = 0;
		skillinfo.available = false;
		skilllist.push_back(skillinfo);
	}
	
	//ÅжÏÕóÐÍ
	switch(canChangeFormation(Loose))
	{
	case SKILLSTATE_AVAILABLE:
		skillinfo.skillid = "looseformation";
		skillinfo.apcost = getChangeFormationApCost(Loose);
		skillinfo.available = true;
		skilllist.push_back(skillinfo);
		break;
	case SKILLSTATE_NOTAVAILABLE:
		skillinfo.skillid = "looseformation";
		skillinfo.apcost = getChangeFormationApCost(Loose);
		skillinfo.available = false;
		skilllist.push_back(skillinfo);
		break;
	}
	switch(canChangeFormation(Line))
	{
	case SKILLSTATE_AVAILABLE:
		skillinfo.skillid = "lineformation";
		skillinfo.apcost = getChangeFormationApCost(Line);
		skillinfo.available = true;
		skilllist.push_back(skillinfo);
		break;
	case SKILLSTATE_NOTAVAILABLE:
		skillinfo.skillid = "lineformation";
		skillinfo.apcost = getChangeFormationApCost(Line);
		skillinfo.available = false;
		skilllist.push_back(skillinfo);
		break;
	}
	switch(canChangeFormation(Circular))
	{
	case SKILLSTATE_AVAILABLE:
		skillinfo.skillid = "circularformation";
		skillinfo.apcost = getChangeFormationApCost(Circular);
		skillinfo.available = true;
		skilllist.push_back(skillinfo);
		break;
	case SKILLSTATE_NOTAVAILABLE:
		skillinfo.skillid = "circularformation";
		skillinfo.apcost = getChangeFormationApCost(Circular);
		skillinfo.available = false;
		skilllist.push_back(skillinfo);
		break;
	}
	//ÅжÏÖ÷¶¯¼¼ÄÜ
	std::vector<std::string> activeskills;
	activeskills = datalib->getChildList(mPath + "/Skill");
	std::vector<std::string>::iterator ite;
	for(ite = activeskills.begin(); ite != activeskills.end(); ite++)
	{
		switch(canUseSkill(*ite))
		{
		case SKILLSTATE_AVAILABLE:
			skillinfo.skillid = (*ite);
			skillinfo.apcost = getSkillApCost(*ite);
			skillinfo.available = true;
			skilllist.push_back(skillinfo);
			break;
		case SKILLSTATE_NOTAVAILABLE:
			skillinfo.skillid = (*ite);
			skillinfo.apcost = getSkillApCost(*ite);
			skillinfo.available = false;
			skilllist.push_back(skillinfo);
			break;
		}
	}
	return skilllist;
}
开发者ID:weimingtom,项目名称:fdux-slg-game,代码行数:95,代码来源:BattleSquad.cpp

示例15: loadMapFormFile

bool MapLoader::loadMapFormFile(std::string mapname)
{
	int mapsize;
	Terrain* terrain = Terrain::getSingletonPtr();
	DataLibrary* datalibrary = DataLibrary::getSingletonPtr();
	std::string path = ".\\..\\Media\\Map\\" + mapname;

	//ticpp::Document *doc = new ticpp::Document();
	rapidxml::xml_document<> doc;
	//doc.LoadFile(path,TIXML_ENCODING_UTF8);
	Ogre::DataStreamPtr stream = Ogre::ResourceGroupManager::getSingleton().openResource(mapname, "Data", true);
	char* s=new char[stream->size()+1];
	stream->read(s,stream->size());
	s[stream->size()]='\0';
	doc.parse<0>(s);

	std::string str1;
	//载入地图名字,介绍和脚本名
	//ticpp::Element *element = doc.FirstChildElement("MapName");
	rapidxml::xml_node<> * element = doc.first_node("MapName");
	//element->GetText(&str1);
	str1 = element->value();
	datalibrary->setData("GameData/BattleData/MapData/MapName", StringTable::getSingleton().getString(str1));
	//delete element;

	//element = doc.FirstChildElement("MapScript");
	element = doc.first_node("MapScript");
	//element->GetText(&str1);
	str1 = element->value();
	datalibrary->setData("GameData/BattleData/MapData/MapScript", str1);
	//delete element;

	element = doc.first_node("MapMini");
	//element->GetText(&str1);
	
	if (element!=NULL)
	{
		str1 = element->value();
	}
	else
	{
		str1="MiniMap1.png";
	}
	
	datalibrary->setData("GameData/BattleData/MapData/MapMini", str1);

	//element = doc.FirstChildElement("MapInfo");
	element = doc.first_node("MapInfo");
	//element->GetText(&str1);
	str1 = element->value();
	datalibrary->setData("GameData/BattleData/MapData/MapInfo",str1);
	//delete element;

	//element = doc.FirstChildElement("MapLoadBG");
	element = doc.first_node("MapLoadBG");
	//element->GetText(&str1);
	str1 = element->value();
	datalibrary->setData("GameData/BattleData/MapData/MapLoadBG",str1);
	//delete element;

	//载入地图地形信息
	//element = doc.FirstChildElement("MapSize");
	element = doc.first_node("MapSize");
	//element->GetText(&mapsize);
	mapsize = Ogre::StringConverter::parseUnsignedInt(element->value());
	MapDataManager::getSingleton().mMapSize = mapsize;
	datalibrary->setData("GameData/BattleData/MapData/MapSize", mapsize);
	//delete element;

	//element= doc.FirstChildElement("MapGround");
	element = doc.first_node("MapGround");
	//ticpp::Iterator<ticpp::Element> child;
	rapidxml::xml_node<> *child = element->first_node();
	std::string datapath;
	//for(child = child.begin(element); child != child.end(); child++)
	for(; child; child =child->next_sibling())
	{
		std::string layer,type,texture;
		//child->GetValue(&layer);
		layer = child->name();
		//child->GetAttribute("Type",&type);
		rapidxml::xml_attribute<> *attr = child->first_attribute("Type");
		type = attr->value();
		//child->GetAttribute("Texture",&texture);
		attr = child->first_attribute("Texture");
		texture = attr->value();
		datapath = str(boost::format("GameData/BattleData/MapData/Ground/%1%")%layer);
		datalibrary->setData(datapath, type);
		datapath = str(boost::format("GameData/BattleData/MapData/Ground/%1%Tex")%layer);
		datalibrary->setData(datapath, texture);
	}
	//delete element;

	//element = doc.FirstChildElement("MapData");
	element = doc.first_node("MapData");
	//element->GetText(&str1);
	str1 = element->value();
	for(int y = 0; y < mapsize; y++)
	{
		for(int x = 0; x < mapsize; x++)
//.........这里部分代码省略.........
开发者ID:parhelia512,项目名称:fdux-slg-game,代码行数:101,代码来源:Maploader.cpp


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