本文整理汇总了C++中Entity::GetAngle方法的典型用法代码示例。如果您正苦于以下问题:C++ Entity::GetAngle方法的具体用法?C++ Entity::GetAngle怎么用?C++ Entity::GetAngle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Entity
的用法示例。
在下文中一共展示了Entity::GetAngle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: Capture
void Capturable::Capture(void)
{
const CapturableTemplate &capturable = Database::capturabletemplate.Get(mId);
// if spawning on capture...
if (capturable.mSpawnOnCapture)
{
// get the entity
Entity *entity = Database::entity.Get(mId);
if (entity)
{
// instantiate the template
Database::Instantiate(capturable.mSpawnOnCapture, Database::owner.Get(mId), mId, entity->GetAngle(), entity->GetPosition(), entity->GetVelocity(), entity->GetOmega());
}
}
// if switching on capture...
if (capturable.mSwitchOnCapture)
{
// change dynamic type
Database::Switch(mId, capturable.mSwitchOnCapture);
}
else
{
// delete the entity
Database::Delete(mId);
}
}
示例2: Kill
void Pickup::Kill(float aFraction)
{
const PickupTemplate &pickup = Database::pickuptemplate.Get(mId);
// if spawning on pickup...
if (pickup.mSpawnOnCollect)
{
// get the entity
Entity *entity = Database::entity.Get(mId);
if (entity)
{
// spawn template at entity location
unsigned int spawnId = Database::Instantiate(pickup.mSpawnOnCollect, Database::owner.Get(mId), mId,
entity->GetAngle(), entity->GetPosition(), entity->GetVelocity(), entity->GetOmega());
if (Renderable *renderable = Database::renderable.Get(spawnId))
renderable->SetFraction(aFraction);
}
}
// if switching on pickup...
if (pickup.mSwitchOnCollect)
{
// change dynamic type
unsigned int aId = mId;
Database::Switch(aId, pickup.mSwitchOnCollect);
if (Renderable *renderable = Database::renderable.Get(aId))
renderable->SetFraction(aFraction);
}
else
{
// delete the entity
Database::Delete(mId);
}
return;
}
示例3: Update
//.........这里部分代码省略.........
#ifdef GUNNER_TRACK_DEQUE
const Vector2 &posL0 = mTrackPos.back();
#else
const Vector2 &posL0 = mTrackPos[mTrackLast];
#endif
float movement = posP.DistSq(posL0);
// if the owner has moved...
if (movement > FLT_EPSILON)
{
#ifdef GUNNER_TRACK_DEQUE
// get the last segment
const Vector2 &posL1 = mTrackPos[mTrackPos.size()-2];
float lastsegment = posL0.Dist(posL1);
// if the last segment isn't long enough...
if (lastsegment < GUNNER_TRACK_GRANULARITY)
{
// replace the last segment
mTrackPos.pop_back();
mTrackLength -= lastsegment;
}
// add new position
mTrackPos.push_back(posP);
mTrackLength += posP.Dist(mTrackPos[mTrackPos.size()-2]);
#else
// get the last segment
size_t mTrackPrev = (mTrackLast > 0) ? (mTrackLast - 1) : (mTrackCount - 1);
const Vector2 &posL1 = mTrackPos[mTrackPrev];
float lastsegment = posL0.Dist(posL1);
// if the last segment is long enough...
if (lastsegment >= GUNNER_TRACK_GRANULARITY)
{
// start a new segment
mTrackPrev = mTrackLast;
mTrackLast = (mTrackLast < mTrackCount - 1) ? (mTrackLast + 1) : 0;
}
else
{
// replace the last segment
mTrackLength -= lastsegment;
}
// add new position
mTrackPos[mTrackLast] = posP;
mTrackLength += posP.Dist(mTrackPos[mTrackPrev]);
#endif
// while there is excess track length...
while (mTrackLength > gunner.mFollowLength)
{
// get the excess length
float excess = mTrackLength - gunner.mFollowLength;
// get the first segment length
#ifdef GUNNER_TRACK_DEQUE
Vector2 &pos0 = mTrackPos[0];
const Vector2 &pos1 = mTrackPos[1];
#else
size_t mTrackNext = (mTrackFirst < mTrackCount - 1) ? (mTrackFirst + 1) : 0;
Vector2 &pos0 = mTrackPos[mTrackFirst];
const Vector2 &pos1 = mTrackPos[mTrackNext];
#endif
float firstsegment = pos0.Dist(pos1);
// if the segment is longer than the excess...
if (firstsegment > excess)
{
// shorten the segment
pos0 += excess / firstsegment * (pos1 - pos0);
mTrackLength -= excess;
break;
}
else
{
// remove the segment
mTrackLength -= firstsegment;
#ifdef GUNNER_TRACK_DEQUE
mTrackPos.pop_front();
#else
mTrackFirst = mTrackNext;
#endif
}
}
}
// move to new position
Entity *entity = Database::entity.Get(mId);
entity->Step();
#ifdef GUNNER_TRACK_DEQUE
entity->SetPosition(mTrackPos.front());
#else
entity->SetPosition(mTrackPos[mTrackFirst]);
#endif
entity->SetAngle(owner->GetAngle());
entity->SetVelocity(owner->GetVelocity()); // <-- HACK!
entity->SetOmega(owner->GetOmega());
}
示例4: Cancel
// cancel
void Cancelable::Cancel(unsigned int aId, unsigned int aSourceId)
{
const CancelableTemplate &cancelable = Database::cancelabletemplate.Get(mId);
// set owner to source damage owner
unsigned int aOwnerId = Database::owner.Get(aSourceId);
Database::owner.Put(mId, aOwnerId);
// bump the hit combo counter
int &combo = Database::hitcombo.Open(mId);
combo = std::max<int>(combo, Database::hitcombo.Get(aSourceId) + 1);
Database::hitcombo.Close(mId);
if (cancelable.mBacklash)
{
for (unsigned int creator = Database::creator.Get(aId); creator != 0; creator = Database::backlink.Get(creator))
{
if (Damagable *damagable = Database::damagable.Get(creator))
{
Damagable::DeathSignal &signal = Database::deathsignal.Open(creator);
signal.Disconnect(this, &Cancelable::CreatorDeath);
Database::deathsignal.Close(creator);
// damagable->Damage(mId, cancelable.mBacklash);
// burn tether from the cancelable to the creator
new TetherBurn(creator, mId, aOwnerId, cancelable.mBacklash, combo);
break;
}
}
}
// if spawning on cancelable...
if (cancelable.mSpawn)
{
// get the entity
Entity *entity = Database::entity.Get(mId);
if (entity)
{
// spawn template at the entity location
Database::Instantiate(cancelable.mSpawn, Database::owner.Get(mId), mId, entity->GetAngle(), entity->GetPosition(), entity->GetVelocity(), entity->GetOmega());
}
}
// if switching on cancelable...
if (cancelable.mSwitch)
{
// get the entity
Entity *entity = Database::entity.Get(mId);
if (entity)
{
// change dynamic type
Database::Switch(mId, cancelable.mSwitch);
}
}
else
{
// delete the entity
Database::Delete(mId);
}
}
示例5: main
//.........这里部分代码省略.........
sf::Event event;
Entity* ship = game.GetWorld().GetEntities()[0];
while (window.pollEvent(event)) {
//window.PollEvent(event);
if (event.type == sf::Event::Closed)
window.close();
if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
return 0;
if ((event.type == sf::Event::MouseWheelMoved)) {
options.renderscale += event.mouseWheel.delta*.1f;
}
if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Space)) {
Shape* bombShape = Shape::CreateBombShape();
Entity* bomb = new Entity(game.GetWorld(), *bombShape, ship->GetPos() + Vec2f(1, 1));
bomb->SetVel(ship->GetVel());
bomb->SetMass(0.01f);
game.GetWorld().AddEntity(*bomb);
}
switch(event.type)
{
case sf::Event::Resized:
//rendererInterface.Resize();
break;
case sf::Event::MouseMoved:
Context->ProcessMouseMove(event.mouseMove.x, event.mouseMove.y,
systemInterface.GetKeyModifiers(&window));
break;
case sf::Event::MouseButtonPressed:
Context->ProcessMouseButtonDown(event.mouseButton.button,
systemInterface.GetKeyModifiers(&window));
break;
case sf::Event::MouseButtonReleased:
Context->ProcessMouseButtonUp(event.mouseButton.button,
systemInterface.GetKeyModifiers(&window));
break;
case sf::Event::MouseWheelMoved:
Context->ProcessMouseWheel(event.mouseWheel.delta,
systemInterface.GetKeyModifiers(&window));
break;
case sf::Event::TextEntered:
if (event.text.unicode > 32)
Context->ProcessTextInput(event.text.unicode);
break;
case sf::Event::KeyPressed:
Context->ProcessKeyDown(systemInterface.TranslateKey(event.key.code),
systemInterface.GetKeyModifiers(&window));
break;
case sf::Event::KeyReleased:
if(event.key.code == sf::Keyboard::F8)
{
Rocket::Debugger::SetVisible(!Rocket::Debugger::IsVisible());
};
Context->ProcessKeyUp(systemInterface.TranslateKey(event.key.code),
systemInterface.GetKeyModifiers(&window));
break;
case sf::Event::Closed:
return 1;
break;
};
}
int rotate = sf::Keyboard::isKeyPressed(sf::Keyboard::Right) - sf::Keyboard::isKeyPressed(sf::Keyboard::Left);
bool forward = sf::Keyboard::isKeyPressed(sf::Keyboard::Up);
sf::View nView(Vec2f(options.hres, options.vres), Vec2f(options.hres, options.vres));
camera.Update(ship->GetPos() * options.renderscale);
nView.move(camera.GetPos() - Vec2f(options.hres, options.vres));
ship->Rotate(rotate*2);
if (forward)
ship->ApplyForce(Vec2f(0.f, 2.f).Rotate(ship->GetAngle()));
window.clear();
window.setView(nView);
DrawWorld(window, game.GetWorld(), 0.f);
sf::View viewEmpty = window.getDefaultView();
window.setView(viewEmpty);
Context->Update();
Context->Render();
window.setFramerateLimit(60);
window.display();
game.Step();
}
game.Stop();
return 0;
}