本文整理汇总了C++中DoomGame::setSoundEnabled方法的典型用法代码示例。如果您正苦于以下问题:C++ DoomGame::setSoundEnabled方法的具体用法?C++ DoomGame::setSoundEnabled怎么用?C++ DoomGame::setSoundEnabled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DoomGame
的用法示例。
在下文中一共展示了DoomGame::setSoundEnabled方法的2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: GetObject
/*
* Class: DoomGame
* Method: setSoundEnabled
* Signature: (Z)V
*/
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_setSoundEnabled
(JNIEnv *env, jobject obj, jboolean bol){
DoomGame* game = GetObject(env,obj);
game->setSoundEnabled(bol);
}
示例2: main
int main() {
std::cout << "\n\nBASIC EXAMPLE\n\n";
// Create DoomGame instance. It will run the game and communicate with you.
DoomGame *game = new DoomGame();
// Sets path to vizdoom engine executive which will be spawned as a separate process. Default is "./vizdoom".
game->setViZDoomPath("../../bin/vizdoom");
// Sets path to doom2 iwad resource file which contains the actual doom game-> Default is "./doom2.wad".
game->setDoomGamePath("../../scenarios/freedoom2.wad");
// game->setDoomGamePath("../../scenarios/doom2.wad"); # Not provided with environment due to licences.
// Sets path to additional resources iwad file which is basically your scenario iwad.
// If not specified default doom2 maps will be used and it's pretty much useles... unless you want to play doom.
game->setDoomScenarioPath("../../scenarios/basic.wad");
// Set map to start (scenario .wad files can contain many maps).
game->setDoomMap("map01");
// Sets resolution. Default is 320X240
game->setScreenResolution(RES_640X480);
// Sets the screen buffer format. Not used here but now you can change it. Defalut is CRCGCB.
game->setScreenFormat(RGB24);
// Sets other rendering options
game->setRenderHud(false);
game->setRenderCrosshair(false);
game->setRenderWeapon(true);
game->setRenderDecals(false);
game->setRenderParticles(false);
// Adds buttons that will be allowed.
game->addAvailableButton(MOVE_LEFT);
game->addAvailableButton(MOVE_RIGHT);
game->addAvailableButton(ATTACK);
// Adds game variables that will be included in state.
game->addAvailableGameVariable(AMMO2);
// Causes episodes to finish after 200 tics (actions)
game->setEpisodeTimeout(200);
// Makes episodes start after 10 tics (~after raising the weapon)
game->setEpisodeStartTime(10);
// Makes the window appear (turned on by default)
game->setWindowVisible(true);
// Turns on the sound. (turned off by default)
game->setSoundEnabled(true);
// Sets ViZDoom mode (PLAYER, ASYNC_PLAYER, SPECTATOR, ASYNC_SPECTATOR, PLAYER mode is default)
game->setMode(PLAYER);
// Initialize the game. Further configuration won't take any effect from now on.
game->init();
// Define some actions. Each list entry corresponds to declared buttons:
// MOVE_LEFT, MOVE_RIGHT, ATTACK
// more combinations are naturally possible but only 3 are included for transparency when watching.
std::vector<int> actions[3];
int action0[] = {1, 0, 0};
actions[0] = std::vector<int>(action0, action0 + sizeof(action0) / sizeof(int));
int action1[] = {0, 1, 0};
actions[1] = std::vector<int>(action1, action1 + sizeof(action1) / sizeof(int));
int action2[] = {0, 0, 1};
actions[2] = std::vector<int>(action2, action2 + sizeof(action2) / sizeof(int));
std::srand(time(0));
// Run this many episodes
int episodes = 10;
for (int i = 0; i < episodes; ++i) {
std::cout << "Episode #" << i + 1 << "\n";
// Starts a new episode. It is not needed right after init() but it doesn't cost much and the loop is nicer.
game->newEpisode();
while (!game->isEpisodeFinished()) {
// Get the state
GameState s = game->getState();
// Make random action and get reward
double r = game->makeAction(actions[std::rand() % 3]);
// You can also get last reward by using this function
// double r = game->getLastReward();
std::cout << "State #" << s.number << "\n";
//.........这里部分代码省略.........