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C++ Enemy::Move方法代码示例

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.........
开发者ID:CurtisBuckoll,项目名称:SpaceGame,代码行数:101,代码来源:main.cpp

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;
}
开发者ID:ajmetal,项目名称:2D-platformer,代码行数:101,代码来源:game.cpp


注:本文中的Enemy::Move方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。