本文整理汇总了C++中Enemy::Init方法的典型用法代码示例。如果您正苦于以下问题:C++ Enemy::Init方法的具体用法?C++ Enemy::Init怎么用?C++ Enemy::Init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Enemy
的用法示例。
在下文中一共展示了Enemy::Init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: setup
void BasicApp::setup()
{
this->setFullScreen(false);
// start the sound engine with default parameters
engine = createIrrKlangDevice();
if (!engine)
{
return;
}
mFont = Font( "Times New Roman", 32 );
mParams = params::InterfaceGl( "App parameters", Vec2i( 200, 400 ) );
game_state = Game_Demo;
firingTime = 0;
score = 0;
numberAsteriods = 0;
delay = 20;
currentShip.Init(Vec2f((float)getWindowWidth()/2,(float)getWindowHeight()/2));
particleManager.Init_Particles();
enemy.Init();
for (int i=0; i<5;i++)
{
Ship ship;
ship.Init(Vec2f(10+20*i,70));
ships.push_back(ship);
}
for (int i=0; i<8; i++)
{
Asteroid asteroid;
int shape = rand()%2+1;
asteroid.Init(1, 0.5);
asteroids.push_back(asteroid);
}
}
示例2: main
int main()
{
// Init GLFW
glfwInit();
// Create a GLFWwindow object that we can use for GLFW's functions
Window window = Window(WIDTH, HEIGHT, TITLE);
window.DefineViewport();
//glfwSetInputMode(window.getWindowPtr(), GLFW_CURSOR, GLFW_CURSOR_DISABLED);
/// ^(Maybe use this later)
// Callback functions
glfwSetKeyCallback(window.getWindowPtr() , key_callback);
// Init GLEW
glewExperimental = GL_TRUE;
glewInit();
// Enable alpha channel transparency
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Load and compile shaders to a program
Shader ShaderProgram = Shader("../deps/shaders/shadervert.vs", "../deps/shaders/shaderfrag.fs");
// Load explosion graphics
extern_Explosion.Init(ShaderProgram.GetProgramID());
// Load texture/Game objects
Texture2D texture_background1 = Texture2D("../deps/textures/backgroundSpace_01.1.png", PNG_RGB);
SpriteMap Background = SpriteMap(texture_background1, 1.0f, 1.0f, glm::vec3(0.0f, 0.0f, 0.0f), 1.0f, BACKGROUND);
Player PlayerShip;
PlayerShip.Init(moveSpeed);
Enemy Enemies;
Enemies.Init();
// Projection matrix: ortho for 2D
glm::mat4 proj = glm::ortho(0, window.getWidth(), 0, window.getHeight());
// Game loop
while (!window.ShouldClose())
{
double startFrame = glfwGetTime(); ///< for FPS limiting
// Check if any events have been activiated and call callback function (via GLFW)
glfwPollEvents();
// Clear the colorbuffer
glClearColor(0.6f, 0.8f, 0.8f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* Drawing */
ShaderProgram.Use();
// Background position and drawing calculations - just identity matrix
glm::mat4 model;
GLint modelLoc = glGetUniformLocation(ShaderProgram.GetProgramID(), "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
Background.BackgroundScroll(scrollSpeed);
Background.Draw();
Collision::EnemyHit(&PlayerShip, &Enemies);
Collision::PlayerHit(&PlayerShip, &Enemies);
Collision::ShipsCollide(&PlayerShip, &Enemies);
PlayerShip.Move(keys);
PlayerShip.AddShots(keys);
PlayerShip.Draw(ShaderProgram.GetProgramID());
Enemies.Move();
Enemies.Shoot(PlayerShip.GetPosition());
Enemies.Draw(ShaderProgram.GetProgramID());
extern_Explosion.Draw();
// FPS Calculation/Limiting
float fps = CalculateFPS();
static int printFPS = 0;
if (printFPS == 100) {
Enemies.Add(EN_0, PlayerShip.GetPosition());
Enemies.Add(EN_1, PlayerShip.GetPosition());
std::cout << fps << std::endl;
printFPS = 0;
} else {
printFPS++;
}
LimitFPS(FPS, startFrame);
if (PlayerShip.GetLives() <= 0)
{
window.Close();
}
//.........这里部分代码省略.........
示例3: Update
//.........这里部分代码省略.........
// Update boom
for (vector<Boom*>::iterator it = boomList.begin(); it != boomList.end(); ++it)
{
Boom* b = *it;
if (b->isActive())
{
b->Update(timedelta);
}
}
// Packet receive
if (Packet* packet = rakpeer_->Receive())
{
RakNet::BitStream bs(packet->data, packet->length, false);
unsigned char msgid = 0;
RakNetTime timestamp = 0;
bs.Read(msgid);
if (msgid == ID_TIMESTAMP)
{
bs.Read(timestamp);
bs.Read(msgid);
}
switch(msgid)
{
case ID_CONNECTION_REQUEST_ACCEPTED:
{
std::cout << "Connected to Server" << std::endl;
SendScreenSize();
InitEnemyList();
InitExplosionList();
InitBoomList();
InitProjectileList();
InitBackground();
InitBase();
InitScore();
chatMsg = new hgeFont("font1.fnt");
chatMsg->SetScale(1);
}
break;
case ID_NO_FREE_INCOMING_CONNECTIONS:
case ID_CONNECTION_LOST:
case ID_DISCONNECTION_NOTIFICATION:
std::cout << "Lost Connection to Server" << std::endl;
rakpeer_->DeallocatePacket(packet);
return true;
case ID_WELCOME:
{
unsigned int shipcount, id;
float x_, y_;
int type_;
std::string temp;
char chartemp[5];
bs.Read(id);
ships_.at(0)->setID( id );
bs.Read(shipcount);
for (unsigned int i = 0; i < shipcount; ++ i)