本文整理汇总了C++中FnObject::Show方法的典型用法代码示例。如果您正苦于以下问题:C++ FnObject::Show方法的具体用法?C++ FnObject::Show怎么用?C++ FnObject::Show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FnObject
的用法示例。
在下文中一共展示了FnObject::Show方法的6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: showObject
void TFlyObjectEdit::showObject( unsigned typeBit , bool isShow )
{
int type = 1 << typeBit;
for( int i =0;i < g_editDataVec.size() ; ++i )
{
EditData& data = g_editDataVec[i];
if ( data.type & typeBit )
{
FnObject obj; obj.Object( data.id );
obj.Show( isShow );
}
}
}
示例2: FyMain
void FyMain(int argc, char **argv) {
srand(time(NULL));
AllocConsole();
freopen("CONIN$", "r", stdin);
freopen("CONOUT$", "w", stdout);
freopen("CONOUT$", "w", stderr);
string ip, port;
cout << "Enter ip [" << GAME_PROGRAMMING_DEFAULT_IP << "]: ";getline(cin, ip);
cout << "Enter port [" << GAME_PROGRAMMING_DEFAULT_PORT << "]: ";getline(cin, port);
if(ip.empty()) {ip = GAME_PROGRAMMING_DEFAULT_IP;}
if(port.empty()) {port = GAME_PROGRAMMING_DEFAULT_PORT;}
cout << "Connect to server: " << ip << "/" << port << endl;
game_client.initialize(ip, port, &game_updater);
game_client.connectServer();
cout << "Server connected." << endl;
game_timer.initialize(&game_updater, game_client.getGmTree().getTotalGameTime(), game_client.getGmTree().getTotalGameRounds());
std::cout<<"Start Game" << std::endl;
//create a new window
FyStartFlyWin32("Final Project - with Fly2", 0, 0, window_w, window_h, FALSE);
//set up path
FySetShaderPath("C:\\Fly2Data\\Shaders");
FySetModelPath("C:\\Fly2Data\\Scenes");
FySetTexturePath("C:\\Fly2Data\\Scenes\\Textures");
FySetScenePath("C:\\Fly2Data\\Scenes");
FySetAudioPath("C:\\Fly2Data\\Audio");
//create a viewport
viewportID = FyCreateViewport(0, 0, viewPortWidth, viewPortHeight);
FnViewport viewport(viewportID);
mouseInput.setWindowSize(wndWidth, wndHeight);
//create 3D scene
sceneID = FyCreateScene(10);
FnScene scene(sceneID);
scene.Load("gameScene01");
scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f);
// create a 2D scene for sprite rendering which will be rendered on the top of 3D
FnScene scene2D;
sID2 = FyCreateScene(1);
scene2D.Object(sID2);
scene2D.SetSpriteWorldSize(1024, 768); // 2D scene size in pixels
FnSprite sp;
spID0 = scene2D.CreateObject(SPRITE);
sp.Object(spID0);
sp.SetSize(sight_w, sight_h);
sp.SetImage("C:\\Fly2Data\\Image\\spiner", 0, NULL, FALSE, NULL, 2, TRUE, FILTER_LINEAR);
sp.SetPosition(window_w/2-sight_w/2, window_h/2-sight_h/2, 0);
FnScene scene2Dmenu;
sID2menu = FyCreateScene(1);
scene2Dmenu.Object(sID2menu);
scene2Dmenu.SetSpriteWorldSize(1024, 768); // 2D scene size in pixels
FnSprite spExit;
OBJECTid spIDexit = scene2Dmenu.CreateObject(SPRITE);
spExit.Object(spIDexit);
spExit.SetSize(400, 70);
spExit.SetImage("C:\\Fly2Data\\Image\\exit_button", 0, NULL, FALSE, NULL, 2, TRUE, FILTER_LINEAR);
spExit.SetPosition(window_w/2-400/2, window_h/2-70/2, 0);
/*
FnSprite sp1;
spID1 = scene2Dmenu.CreateObject(SPRITE);
sp1.Object(spID1);
sp1.SetSize(C:\\Fly2Data\\Image\\mouse_w, mouse_h);
sp1.SetImage("mouse", 0, NULL, FALSE, NULL, 2, TRUE, FILTER_LINEAR);
sp1.SetPosition(window_w/2-mouse_w/2, window_h/2-mouse_h/2, 0);
*/
//load the terrain
terrainID = scene.CreateObject(OBJECT);
FnObject terrain;
terrain.ID(terrainID);
terrain.Load("terrain");
terrain.Show(FALSE);
//set terrain environment
terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10);
FnRoom room;
room.ID(terrainRoomID);
room.AddObject(terrainID);
//load the character
FySetModelPath("C:\\Fly2Data\\Characters");
FySetTexturePath("C:\\Fly2Data\\Characters");
FySetCharacterPath("C:\\Fly2Data\\Characters");
// put the character on terrain
float pos[3], fDir[3], uDir[3];
pos[0] = 3569.0, pos[1] = -3108; pos[2] = 0;
fDir[0] = 1, fDir[1] = 0; fDir[2] = 0;
uDir[0] = 0, uDir[1] = 0, uDir[2] = 1;
//.........这里部分代码省略.........
示例3: FyMain
/*------------------
the main program
C.Wang 1010, 2014
-------------------*/
void FyMain(int argc, char **argv)
{
// create a new world
BOOL4 beOK = FyStartFlyWin32("[email protected] Homework #02 - Use Fly2", 0, 0, 1024, 768, FALSE);
// setup the data searching paths
FySetShaderPath("Data\\NTU6\\Shaders");
FySetModelPath("Data\\NTU6\\Scenes");
FySetTexturePath("Data\\NTU6\\Scenes\\Textures");
FySetScenePath("Data\\NTU6\\Scenes");
//Tang: FX
FySetGameFXPath("Data\\NTU6\\FX");
//Tang
// create a viewport
vID = FyCreateViewport(0, 0, 1024, 768);
FnViewport vp;
vp.ID(vID);
// create a 3D scene
sID = FyCreateScene(10);
FnScene scene;
scene.ID(sID);
// load the scene
scene.Load("gameScene02");
scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f);
// load the terrain
tID = scene.CreateObject(OBJECT);
FnObject terrain;
terrain.ID(tID);
BOOL beOK1 = terrain.Load("terrain");
terrain.Show(FALSE);
// set terrain environment
terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10);
FnRoom room;
room.ID(terrainRoomID);
room.AddObject(tID);
// load the character
FySetModelPath("Data\\NTU6\\Characters");
FySetTexturePath("Data\\NTU6\\Characters");
FySetCharacterPath("Data\\NTU6\\Characters");
actorID = scene.LoadCharacter("Lyubu2");
// put the character on terrain
float pos[3], fDir[3], uDir[3];
SetValues(pos, 3569.0f, -3208.0f, 1000.0f);
SetValues(fDir, 1.0f, 1.0f, 0.0f);
SetValues(uDir, 0.0f, 0.0f, 1.0f);
ActorGen(scene, terrainRoomID, LyubuID, "Lyubu2", "Idle", pos, fDir, uDir);
actorID = LyubuID.actorID;
FnCharacter actor;
actor.ID(actorID);
// Get two character actions pre-defined at Lyubu2
idleID = actor.GetBodyAction(NULL, "Idle");
runID = actor.GetBodyAction(NULL, "Run");
NormalAttack1ID = actor.GetBodyAction(NULL, "NormalAttack1");
NormalAttack2ID = actor.GetBodyAction(NULL, "NormalAttack2");
HeavyAttack1ID = actor.GetBodyAction(NULL, "HeavyAttack1");
// translate the camera
cID = scene.CreateObject(CAMERA);
FnCamera camera;
camera.ID(cID);
camera.SetNearPlane(5.0f);
camera.SetFarPlane(100000.0f);
//hw3 : Donzo and Robber02 initialization
float temp_pos[3];
float temp_fDir[3];
/*
for (int i = 0; i < NUM_OF_BADGUYS; i++)
{
temp_pos[0] = pos[0] + 30 * (rand()%8);
temp_pos[1] = pos[1] + 30 * (rand()%8);
temp_pos[2] = pos[2] + 30 * (rand()%8);
temp_fDir[0] = -1.0f; temp_fDir[1] = -1.0f; temp_fDir[2] = 1.0f;
ActorGen(scene, terrainRoomID, badguyID[i], "Robber02", "CombatIdle", temp_pos, temp_fDir, uDir);
}
*/
for (int i = 0; i < NUM_OF_BOSS; i++)
{
temp_pos[0] = pos[0] + 30 * (rand() % 8);
temp_pos[1] = pos[1] + 30 * (rand() % 8);
temp_pos[2] = pos[2] + 30 * (rand() % 8);
SetValues(temp_fDir, -1.0f, -1.0f, 1.0f);
//.........这里部分代码省略.........
示例4: Show
/*-----------------------
show / hide the shadow
C.Wang 0910, 2006
------------------------*/
void FuCShadowModify::Show(BOOL beShow)
{
FnObject seed;
seed.Object(mSeed);
seed.Show(beShow);
}
示例5: FyMain
/* ------------------
the main program
C.Wang 1010, 2014
-------------------*/
void FyMain(int argc, char **argv)
{
// create a new world
BOOL4 beOK = FyStartFlyWin32("[email protected] Homework #02 - Use Fly2", 0, 0, 1024, 768, FALSE);
// setup the data searching paths
FySetShaderPath("Data\\NTU6\\Shaders");
FySetModelPath("Data\\NTU6\\Scenes");
FySetTexturePath("Data\\NTU6\\Scenes\\Textures");
FySetScenePath("Data\\NTU6\\Scenes");
// create a viewport
vID = FyCreateViewport(0, 0, 1024, 768);
FnViewport vp;
vp.ID(vID);
// create a 3D scene
sID = FyCreateScene(10);
FnScene scene;
scene.ID(sID);
// load the scene
scene.Load("gameScene02");
scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f);
// load the terrain
tID = scene.CreateObject(OBJECT);
FnObject terrain;
terrain.ID(tID);
BOOL beOK1 = terrain.Load("terrain");
terrain.Show(FALSE);
// set terrain environment
terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10);
FnRoom room;
room.ID(terrainRoomID);
room.AddObject(tID);
// load the character
FySetModelPath("Data\\NTU6\\Characters");
FySetTexturePath("Data\\NTU6\\Characters");
FySetCharacterPath("Data\\NTU6\\Characters");
actorID = scene.LoadCharacter("Lyubu2");
npc1ID = scene.LoadCharacter("Donzo2");
npc2ID = scene.LoadCharacter("Robber02");
// put the character on terrain
float apos[3], cpos[3], fDir[3], uDir[3];
FnCharacter actor, npc1, npc2;
actor.ID(actorID);
npc1.ID(npc1ID);
npc2.ID(npc2ID);
apos[0] = 3569.0f; apos[1] = -3208.0f; apos[2] = 1000.0f;
fDir[0] = 1.0f; fDir[1] = 0.0f; fDir[2] = 0.0f;
uDir[0] = 0.0f; uDir[1] = 0.0f; uDir[2] = 1.0f;
actor.SetDirection(fDir, uDir);
fDir[0] = -1.0f; fDir[1] = -1.0f;
npc1.SetDirection(fDir, uDir);
fDir[0] = 1.0f;
npc2.SetDirection(fDir, uDir);
actor.SetTerrainRoom(terrainRoomID, 10.0f);
npc1.SetTerrainRoom(terrainRoomID, 10.0f);
npc2.SetTerrainRoom(terrainRoomID, 10.0f);
beOK = actor.PutOnTerrain(apos);
apos[1] -= 150.0f;
beOK = npc1.PutOnTerrain(apos);
apos[1] -= 50.0f;
beOK = npc2.PutOnTerrain(apos);
// Get two character actions pre-defined at Lyubu2
idleID = actor.GetBodyAction(NULL, "Idle");
runID = actor.GetBodyAction(NULL, "Run");
attackID = actor.GetBodyAction(NULL, "NormalAttack1");
idle1ID = npc1.GetBodyAction(NULL, "Idle");
damage1ID = npc1.GetBodyAction(NULL, "DamageL");
die1ID = npc1.GetBodyAction(NULL, "Die");
idle2ID = npc2.GetBodyAction(NULL, "CombatIdle");
damage2ID = npc2.GetBodyAction(NULL, "Damage1");
die2ID = npc2.GetBodyAction(NULL, "DEAD");
// set the character to idle action
curPoseID = idleID;
actor.SetCurrentAction(NULL, 0, curPoseID);
actor.Play(START, 0.0f, FALSE, TRUE);
actor.TurnRight(90.0f);
npc1.SetCurrentAction(NULL, 0, idle1ID);
npc1.Play(START, 0.0f, FALSE, TRUE);
npc2.SetCurrentAction(NULL, 0, idle2ID);
npc2.Play(START, 0.0f, FALSE, TRUE);
// translate the camera
cID = scene.CreateObject(CAMERA);
FnCamera camera;
//.........这里部分代码省略.........
示例6: FyMain
/*------------------
the main program
C.Wang 1010, 2014
-------------------*/
void FyMain(int argc, char **argv)
{
// create a new world
BOOL4 beOK = FyStartFlyWin32("[email protected] Homework #01 - Use Fly2", 0, 0, 1024, 768, FALSE);
// setup the data searching paths
FySetShaderPath("Data\\NTU6\\Shaders");
FySetModelPath("Data\\NTU6\\Scenes");
FySetTexturePath("Data\\NTU6\\Scenes\\Textures");
FySetScenePath("Data\\NTU6\\Scenes");
// create a viewport
vID = FyCreateViewport(0, 0, 1024, 768);
FnViewport vp;
vp.ID(vID);
// create a 3D scene
sID = FyCreateScene(10);
FnScene scene;
scene.ID(sID);
// load the scene
scene.Load("gameScene02");
scene.SetAmbientLights(1.0f, 1.0f, 1.0f, 0.6f, 0.6f, 0.6f);
// load the terrain
tID = scene.CreateObject(OBJECT);
FnObject terrain;
terrain.ID(tID);
BOOL beOK1 = terrain.Load("terrain");
terrain.Show(FALSE);
// set terrain environment
terrainRoomID = scene.CreateRoom(SIMPLE_ROOM, 10);
FnRoom room;
room.ID(terrainRoomID);
room.AddObject(tID);
// load the character
FySetModelPath("Data\\NTU6\\Characters");
FySetTexturePath("Data\\NTU6\\Characters");
FySetCharacterPath("Data\\NTU6\\Characters");
actorID = scene.LoadCharacter("Lyubu2");
// put the character on terrain
float pos[3], fDir[3], uDir[3];
FnCharacter actor;
actor.ID(actorID);
pos[0] = 3569.0f; pos[1] = -3208.0f; pos[2] = 1000.0f;
fDir[0] = 1.0f; fDir[1] = -1.0f; fDir[2] = 0.0f;
uDir[0] = 0.0f; uDir[1] = 0.0f; uDir[2] = 1.0f;
actor.SetDirection(fDir, uDir);
actor.SetTerrainRoom(terrainRoomID, 10.0f);
beOK = actor.PutOnTerrain(pos);
// Get two character actions pre-defined at Lyubu2
idleID = actor.GetBodyAction(NULL, "Idle");
runID = actor.GetBodyAction(NULL, "Run");
// set the character to idle action
curPoseID = idleID;
actor.SetCurrentAction(NULL, 0, curPoseID);
actor.Play(START, 0.0f, FALSE, TRUE);
actor.TurnRight(90.0f);
// translate the camera
cID = scene.CreateObject(CAMERA);
FnCamera camera;
camera.ID(cID);
camera.SetNearPlane(5.0f);
camera.SetFarPlane(100000.0f);
// set camera initial position and orientation
pos[0] = 4069.0f; pos[1] = -3208.0f; pos[2] = 93.046f;
fDir[0] = -500.0f; fDir[1] = -0.0f; fDir[2] = -0.0f;
uDir[0] = -0.116f; uDir[1] = -0.031f; uDir[2] = 0.993f;
camera.SetPosition(pos);
camera.SetDirection(fDir, uDir);
float mainLightPos[3] = { -4579.0, -714.0, 15530.0 };
float mainLightFDir[3] = { 0.276, 0.0, -0.961 };
float mainLightUDir[3] = { 0.961, 0.026, 0.276 };
FnLight lgt;
lgt.ID(scene.CreateObject(LIGHT));
lgt.Translate(mainLightPos[0], mainLightPos[1], mainLightPos[2], REPLACE);
lgt.SetDirection(mainLightFDir, mainLightUDir);
lgt.SetLightType(PARALLEL_LIGHT);
lgt.SetColor(1.0f, 1.0f, 1.0f);
lgt.SetName("MainLight");
lgt.SetIntensity(0.4f);
// create a text object for displaying messages on screen
textID = FyCreateText("Trebuchet MS", 18, FALSE, FALSE);
//.........这里部分代码省略.........