本文整理汇总了C++中Dot::render方法的典型用法代码示例。如果您正苦于以下问题:C++ Dot::render方法的具体用法?C++ Dot::render怎么用?C++ Dot::render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Dot
的用法示例。
在下文中一共展示了Dot::render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: main
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//The dot that will be moving around on the screen
Dot dot;
//Keeps track of time between steps
LTimer stepTimer;
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
//Handle input for the dot
dot.handleEvent( e );
}
//Calculate time step
float timeStep = stepTimer.getTicks() / 1000.f;
//Move for time step
dot.move( timeStep );
//Restart step timer
stepTimer.start();
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render dot
dot.render();
//Update screen
SDL_RenderPresent( gRenderer );
}
}
}
//Free resources and close SDL
close();
return 0;
}
示例2: sdl26Main
int sdl26Main()
{
using namespace SDL26ExampleNamespace;
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//The dot that will be moving around on the screen
Dot dot;
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
//Handle input for the dot
dot.handleEvent( e );
}
//Move the dot
dot.move();
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render objects
dot.render();
//Update screen
SDL_RenderPresent( gRenderer );
}
}
}
//Free resources and close SDL
close();
return 0;
}
示例3: main
int main( int argc, char* args[] ) {
//Start up SDL and create window
if( !init() ) {
printf( "Failed to initialize!\n" );
} else {
//Load media
if( !loadMedia() ) {
printf( "Failed to load media!\n" );
} else {
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//The dot that will be moving around on the screen
Dot dot;
//The camera area
SDL_Rect camera = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT };
//While application is running
while( !quit ) {
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 ) {
//User requests quit
if( e.type == SDL_QUIT ) {
quit = true;
}
//Handle input for the dot
dot.handleEvent( e );
}
//Move the dot
dot.move();
//Center the camera over the dot
camera.x = ( dot.getPosX() + Dot::DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2;
camera.y = ( dot.getPosY() + Dot::DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2;
//Keep the camera in bounds
if( camera.x < 0 ) {
camera.x = 0;
}
if( camera.y < 0 ) {
camera.y = 0;
}
if( camera.x > LEVEL_WIDTH - camera.w ) {
camera.x = LEVEL_WIDTH - camera.w;
}
if( camera.y > LEVEL_HEIGHT - camera.h ) {
camera.y = LEVEL_HEIGHT - camera.h;
}
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render background
gBGTexture.render( 0, 0, &camera );
//Render objects
dot.render( camera.x, camera.y );
//Update screen
SDL_RenderPresent( gRenderer );
}
}
}
//Free resources and close SDL
close();
return 0;
}