本文整理汇总了C++中Enemy::Move方法的典型用法代码示例。如果您正苦于以下问题:C++ Enemy::Move方法的具体用法?C++ Enemy::Move怎么用?C++ Enemy::Move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::Move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: 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2: main
//.........这里部分代码省略.........
PlayerProjectile lemon = projectile;
if(player->getPlayerState() == Player::idleRight
|| player->getPlayerState() == Player::jumpRight
|| player->getPlayerState() == Player::runRight
|| player->getPlayerState() == Player::fallRight) {
lemon.setVelocity(7);
lemon.setSprite(PlayerProjectile::right);
} else {
//lemonSprite.setTexture(projectile.lemonLeft);
lemon.setVelocity(-7);
lemon.setSprite(PlayerProjectile::left);
}
lemon.setPosition(PlayerObject.getPosition());
ProjsInView.push_back(lemon);
}
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::C)){
if(player->Shoot()){
PlayerProjectile lemon = chargePro;
if(player->getPlayerState() == Player::idleRight
|| player->getPlayerState() == Player::jumpRight
|| player->getPlayerState() == Player::runRight
|| player->getPlayerState() == Player::fallRight) {
lemon.setVelocity(7);
lemon.setSprite(PlayerProjectile::right);
} else {
//lemonSprite.setTexture(projectile.lemonLeft);
lemon.setVelocity(-7);
lemon.setSprite(PlayerProjectile::left);
}
lemon.setPosition(PlayerObject.getPosition());
ProjsInView.push_back(lemon);
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
player->setDirection(Player::left);
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
player->setDirection(Player::right);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left) && sf::Keyboard::isKeyPressed(sf::Keyboard::X)) {
player->setDirection(Player::left);
player->Shoot();
shotsFired++;
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right) && sf::Keyboard::isKeyPressed(sf::Keyboard::X)) {
player->setDirection(Player::right);
player->Shoot();
shotsFired++;
}
if(player->boundingBox.getGlobalBounds().intersects(floorCollider.getGlobalBounds())){
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z)) {
player->Jump();
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z) && sf::Keyboard::isKeyPressed(sf::Keyboard::X)){
player->Jump();
player->Shoot();
shotsFired++;
}
}
if (!sf::Keyboard::isKeyPressed(sf::Keyboard::Right) &&
!sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){
player->setDirection(Player::none);
}
PlayerObject.move(player->getVelocity(), player->getGravity(floorCollider));
enemy->positionBounds(EnemyObject);
if(!enemy->checkCollision(player->boundingBox)){
EnemyObject.move(enemy->Move(EnemyObject), 0);
}
player->positionBounds(PlayerObject);
window.draw(background);
window.draw(floorCollider);
for(unsigned i = 0; i < world.TilesInView.size(); ++i){
RenderTiles(world.TilesInView[i]->getTiles(), world.TilesInView[i], window);
}
sf::Texture playerTex = player->Update();
sf::Texture enemyTex = enemy->Update();
//playerTex.setSmooth(false);
PlayerObject.setTexture(playerTex, true);
EnemyObject.setTexture(enemyTex, true);
RenderProjectiles(ProjsInView, window, projectile, player);
window.draw(EnemyObject);
window.draw(player->boundingBox);
window.draw(PlayerObject);
// Update the window
window.display();
}
if(!out.fail()){
accessStream(out, false, shotsFired);
//out << shotsFired;
//out << std::flush;
}
return 0;
}