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C++ Enemy::SetSpeed方法代码示例

本文整理汇总了C++中Enemy::SetSpeed方法的典型用法代码示例。如果您正苦于以下问题:C++ Enemy::SetSpeed方法的具体用法?C++ Enemy::SetSpeed怎么用?C++ Enemy::SetSpeed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::SetSpeed方法的5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: SpawnBoss

void EnemySpawner:: SpawnBoss()
{
	Enemy* lEnemy;
	lEnemy = dynamic_cast<Enemy*>(_Game->Spawn(new Enemy(), _Game->_Settings->EnemyBossTexture, true, nullptr));
	lEnemy->SetHealth(_Game->_Settings->EnemyBossHealth);
	lEnemy->SetSpeed(_Game->_Settings->EnemyBossSpeed);
	lEnemy->Activate();
	lEnemy->SetText("");
}
开发者ID:h2ogit,项目名称:SFMLtest2-SM2d,代码行数:9,代码来源:EnemySpawner.cpp

示例2: SpawnEnemy

void EnemySpawner:: SpawnEnemy()
{
	Enemy* lEnemy;

	if (Wave == 1)
	{
		lEnemy = dynamic_cast<Enemy*>(_Game->Spawn(new Enemy(), _Game->_Settings->Enemy1Texture, true, nullptr));
		lEnemy->SetHealth(_Game->_Settings->Enemy1Health);
		lEnemy->SetSpeed(_Game->_Settings->Enemy1Speed);
		lEnemy->SetSound(_Game->_Settings->EnemyDeathSound);
	}

	if (Wave >= 2)
	{
		lEnemy = dynamic_cast<Enemy*>(_Game->Spawn(new Enemy(), _Game->_Settings->Enemy2Texture, true, nullptr));
		lEnemy->SetHealth(_Game->_Settings->Enemy2Health);
		lEnemy->SetSpeed(_Game->_Settings->Enemy2Speed);
		lEnemy->SetSound(_Game->_Settings->EnemyDeathSound);
	}

	lEnemy->Activate();
}
开发者ID:h2ogit,项目名称:SFMLtest2-SM2d,代码行数:22,代码来源:EnemySpawner.cpp

示例3: Entity

void Stage_Stage3::Init()
{
	stageOverTimer = 0;
	boatTimer = 0;
	stageClearTimer = 0;
	bulletCount = 0;
	GameStateManager::GetSingleton().Init();
	Entity *newEntity;

#pragma region Texture
	TextureManager& tm = TextureManager::GetSingleton();
	tm.Add(T_BACKGROUND_1);
	tm.Add(T_BACKGROUND_2);
	tm.Add(T_BACKGROUND_3);
	tm.Add(T_BACKGROUND_4);
	tm.Add(T_BACKGROUND_5);
	tm.Add(T_ENEMY_1);
	tm.Add(T_ENEMY_2);
	tm.Add(T_ENEMY_3);
	tm.Add(T_ENEMY_BOAT);
	tm.Add(T_ENEMY_BOSS);
	tm.Add(T_EXPLOSION);
	tm.Add(T_EXPLOSION_BIG);
	tm.Add(T_PLAYER);
	tm.Add(T_PLAYER_BOAT);
	tm.Add(T_PLAYER_ADDON);
	tm.Add(T_BULLET);
	tm.Add(T_BOAT_BULLET);
	tm.Add(T_BULLET_2);
	tm.Add(T_BULLET2_EXPLOSION);
	tm.Add(T_BULLET_SHELL);
	tm.Add(T_BULLET_EXPLOSION);
	tm.Add(T_UI_BACKGROUND_1);
	tm.Add(T_UI_BACKGROUND_2);
	tm.Add(T_UI_BAR_HEALTH);
	tm.Add(T_UI_BAR_EXP);
	tm.Add(T_UI_SHOP_POWER);
	tm.Add(T_UI_SHOP_MORESPEED);
	tm.Add(T_UI_SHOP_SPEED);
	tm.Add(T_UI_SHOP_ADDON);
	tm.Add(T_UI_SHOP_WEAPON);
	tm.Add(T_UI_BAR_BOSS);
	tm.Add(T_UI_GAMEOVER);
	tm.Add(T_UI_BAR_BOSS_BG);
	tm.Add(T_UI_BAR_BOSS_BG_BLACK);
	tm.Add(T_UI_CLEAR);
	tm.Add(T_DOKDO);
	tm.Add(T_HP);
	tm.Init();
#pragma endregion Texture
#pragma region Background
	newEntity = new Entity(T_BACKGROUND_1, 800, 600);
	newEntity->SetPos(0, 0);
	entities.push_back(newEntity);

	newEntity = new Entity(T_DOKDO, 454, 209);
	newEntity->SetPos(200, 300);
	newEntity->Params["Name"] = "Dokdo";
	newEntity->SetSpeed(-30, 0, 0, 0);
	entities.push_back(newEntity);

	newEntity = new Entity(T_BACKGROUND_2, 1600, 600);
	newEntity->SetPos(0, 0);
	newEntity->Params["Type"] = "ScrollingBackground";
	newEntity->SetSpeed(-150, 0, 0, 0);
	entities.push_back(newEntity);

	newEntity = new Entity(T_BACKGROUND_3, 1600, 600);
	newEntity->SetPos(0, 0);
	newEntity->Params["Type"] = "ScrollingBackground";
	newEntity->SetSpeed(-200, 0, 0, 0);
	entities.push_back(newEntity);

	newEntity = new Entity(T_BACKGROUND_4, 1600, 600);
	newEntity->SetPos(0, 0);
	newEntity->Params["Type"] = "ScrollingBackground";
	newEntity->SetSpeed(-250, 0, 0, 0);
	entities.push_back(newEntity);

	newEntity = new Entity(T_BACKGROUND_5, 1600, 600);
	newEntity->SetPos(0, 0);
	newEntity->Params["Type"] = "ScrollingBackground";
	newEntity->SetSpeed(-300, 0, 0, 0);
	entities.push_back(newEntity);
#pragma endregion Background
#pragma region Player
	AddNewPlayer();
	AddNewPlayerBoat();

	Animation *newAddon = new Animation(T_PLAYER_ADDON, 150, 17, 1, 6);
	newAddon->Params["Type"] = "PlayerAddon";
	newAddon->Params["Name"] = "AddonUpper";
	newAddon->Play(30.0f, true);
	entities.push_back(newAddon);

	newAddon = new Animation(T_PLAYER_ADDON, 150, 17, 1, 6);
	newAddon->Params["Type"] = "PlayerAddon";
	newAddon->Params["Name"] = "AddonLower";
	newAddon->Play(30.0f, true);
	entities.push_back(newAddon);
//.........这里部分代码省略.........
开发者ID:iAmGhost,项目名称:Dokdo_Pasta,代码行数:101,代码来源:Stage_Stage3.cpp

示例4: if

void Stage_Stage3::Update(float deltaTime)
{
	SoundManager::GetSingleton().PlayLoop("BGM3");
	NpcManager& npcManager = NpcManager::GetSingleton();
	GameStateManager& gameState = GameStateManager::GetSingleton();
	KeyboardManager& keyboard = KeyboardManager::GetSingleton();


	if ( gameState.State["Level"] == 3 || gameState.State["Level"] == 6 || gameState.State["Level"] == 12 || gameState.State["Level"] == 15 )
	{
		gameState.State["AirPanic"] = 1;
	}
	else
	{
		gameState.State["AirPanic"] = 0;
	}
	if ( boatTimer <= 0 && !gameState.State["AirPanic"] && !entities.empty() )
	{
		boatTimer = 450;
		Enemy *newEnemy = new Enemy(T_ENEMY_BOAT, 100, 36, 1, 1);
		newEnemy->SetPos(800, 420);
		newEnemy->SetSpeed(-100, 0, 0, 0);
		newEnemy->Health = 100;
		newEnemy->Params["Name"] = "EnemyPlane";
		newEnemy->Params["EnemyType"] = "1";
		newEnemy->Params["Collide"] = "Player";
		newEnemy->AutoRemove = true;
		entities.push_back(newEnemy);
	}
	else
	{
		boatTimer -= deltaTime;
	}


	if ( keyboard.IsKeyPressedN(VK_SPACE) )
	{
		gameState.State["PlayerMode"] = !gameState.State["PlayerMode"];
	}

	if ( keyboard.IsKeyPressedN(VK_ESCAPE) )
	{
		StageManager::GetSingleton().NextStage = "Menu";
	}
#pragma region Debug Keys
	else if ( keyboard.IsKeyPressedN(VK_F1) )
	{
		gameState.State["Exp"] = gameState.State["NextExp"];
	}
	else if ( keyboard.IsKeyPressedN(VK_F2) )
	{
		gameState.State["Score"]+=100000;
	}
#pragma endregion Debug Keys
#pragma region Shop System
	if ( keyboard.IsKeyPressedN('1') && gameState.State["Score"] >= gameState.State["Shop_Power"] && gameState.State["Power"] != 1)
	{
		gameState.State["Score"] -= gameState.State["Shop_Power"];
		gameState.State["Power"]++;
	}
	else if ( keyboard.IsKeyPressedN('2') && gameState.State["Score"] >= gameState.State["Shop_Speed"] )
	{
		gameState.State["Score"] -= gameState.State["Shop_Speed"];
		gameState.State["Speed"]++;
	}
	else if ( keyboard.IsKeyPressedN('3') && gameState.State["Score"] >= gameState.State["Shop_MoreSpeed"] )
	{
		gameState.State["Score"] -= gameState.State["Shop_MoreSpeed"];
		gameState.State["Speed"] += 5;
	}
	else if ( keyboard.IsKeyPressedN('4') && gameState.State["Score"] >= gameState.State["Shop_Addon"] && gameState.State["Addon"] != 2 )
	{
		gameState.State["Score"] -= gameState.State["Shop_Addon"];
		gameState.State["Addon"]++;
	}
	else if ( keyboard.IsKeyPressedN('5') && gameState.State["Score"] >= gameState.State["Shop_Weapon"] && gameState.State["Weapon"] != 1 )
	{
		gameState.State["Score"] -= gameState.State["Shop_Weapon"];
		gameState.State["Power"] = 0;
		gameState.State["Weapon"]++;
	}
#pragma endregion Shop System
#pragma region Solid State Squad
	if ( gameState.State["Clear"] == 1 )
	{
		stageClearTimer += deltaTime;
		NpcManager::GetSingleton().RespawnTime = 99999;
		if ( stageClearTimer > 5 )
			StageManager::GetSingleton().NextStage = "Ending";
	}
	if ( gameState.State["GameOver"] == 1 )
	{
		stageOverTimer += deltaTime;
		NpcManager::GetSingleton().RespawnTime = 99999;
		if ( stageOverTimer > 5 )
			keyboard.Update(VK_ESCAPE, true);
	}
	if ( gameState.State["1up"] == 1 )
	{
		Enemy *newEnemy;
//.........这里部分代码省略.........
开发者ID:iAmGhost,项目名称:Dokdo_Pasta,代码行数:101,代码来源:Stage_Stage3.cpp

示例5: Update


//.........这里部分代码省略.........
					ships_.push_back(ship);
				}

				for (vector<Enemy*>::iterator it = enemyList.begin(); it != enemyList.end(); ++it)
				{
					int id, hp;
					bool active;
					Enemy::ENEMY_TYPE type;
					float x, y, vel_x, vel_y, speed;
					bs.Read(id);
					bs.Read(active);
					bs.Read(type);
					bs.Read(x);
					bs.Read(y);
					bs.Read(vel_x);
					bs.Read(vel_y);
					bs.Read(speed);
					bs.Read(hp);
					Enemy* e = FindEnemyByID(id);
					if (e)
					{
						float w = CalcW(Vector2(vel_x, vel_y));
						/*if (speed != 0)
						{
							w = acosf(vel_x / speed);
						}
						else
						{
							w = 0.f;
						}*/
						e->Init(type, x, y, w, active);
						e->SetVelocityX(vel_x);
						e->SetVelocityY(vel_y);
						e->SetSpeed(speed);
						e->SetHP(hp);
					}
				}
				
				// Base hp
				bs.Read(base_hp);

				SendInitialPosition();
			}
			break;
		case ID_REJECT_PLAYER:
			{
				std::cout << "Rejected player" << std::endl;
				return true;
			}
			break;

		case ID_NEWSHIP:
			{
				unsigned int id;
				bs.Read(id);

				if( id == ships_.at(0)->GetID() )
				{
					// if it is me
					break;
				}
				else
				{
					float x_, y_;
					int type_;
					std::string temp;
开发者ID:NothingMuch123,项目名称:Multiplayer-Assignment-2,代码行数:67,代码来源:Application.cpp


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