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C++ GameObject::GetComponent方法代码示例

本文整理汇总了C++中GameObject::GetComponent方法的典型用法代码示例。如果您正苦于以下问题:C++ GameObject::GetComponent方法的具体用法?C++ GameObject::GetComponent怎么用?C++ GameObject::GetComponent使用的例子?那么恭喜您, 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GameObject的用法示例。


在下文中一共展示了GameObject::GetComponent方法的8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: createClassButts

void Lobby::createClassButts(){
	RenderManager* renderMan = RenderManager::getRenderManager();
	GameObject* button;

	int w, h;
	float midHeight, offset;
	float x, y;

	renderMan->getWindowSize(&w, &h);
	// height for the character class buttons
	midHeight = h * (1 / 2.0f);
	// finding the offset of the slots
	offset = w * (1 / 4.0f);

	// chicken button
	renderMan->windowCoordToWorldCoord(x, y, (int)offset, (int)midHeight);
	button = bFactory.Spawn(buttonID++, x, y, 50, 75.0f, 75.0f, 0.75f);
	dynamic_cast<ButtonLogicComponent*>(button->GetComponent(COMPONENT_LOGIC))->setSound("chickensfx.ogg");
	classButt.push_back(button);
	GameObjects.AddObject(button);
	offset += w * (1 / 9.0f);
	// peacock button
	renderMan->windowCoordToWorldCoord(x, y, (int)offset, (int)midHeight);
	button = bFactory.Spawn(buttonID++, x, y, 51, 75.0f, 75.0f, 0.75f);
	dynamic_cast<ButtonLogicComponent*>(button->GetComponent(COMPONENT_LOGIC))->setSound("peacocksfx.ogg");
	classButt.push_back(button);
	GameObjects.AddObject(button);
	offset += w * (1 / 9.0f);
	// flamingo button
	renderMan->windowCoordToWorldCoord(x, y, (int)offset, (int)midHeight);
	button = bFactory.Spawn(buttonID++, x, y, 52, 75.0f, 75.0f, 0.75f);
	dynamic_cast<ButtonLogicComponent*>(button->GetComponent(COMPONENT_LOGIC))->setSound("flamingosfx.ogg");
	classButt.push_back(button);
	GameObjects.AddObject(button);
	offset += w * (1 / 9.0f);
	// quail button
	renderMan->windowCoordToWorldCoord(x, y, (int)offset, (int)midHeight);
	button = bFactory.Spawn(buttonID++, x, y, 53, 75.0f, 75.0f, 0.75f);
	dynamic_cast<ButtonLogicComponent*>(button->GetComponent(COMPONENT_LOGIC))->setSound("quailsfx.ogg");
	classButt.push_back(button);
	GameObjects.AddObject(button);
	offset += w * (1 / 9.0f);
	// turkey button
	renderMan->windowCoordToWorldCoord(x, y, (int)offset, (int)midHeight);
	button = bFactory.Spawn(buttonID++, x, y, 54, 75.0f, 75.0f, 0.75f);
	dynamic_cast<ButtonLogicComponent*>(button->GetComponent(COMPONENT_LOGIC))->setSound("turkeysfx.ogg");
	classButt.push_back(button);
	GameObjects.AddObject(button);
	offset += w * (1 / 9.0f);
}
开发者ID:EthanShimooka,项目名称:BAA,代码行数:50,代码来源:lobby.cpp

示例2: Awake

void ComAircraft::Awake()
{
	FactoryGameObject factory;

	// 컨트롤 구성요소
	m_pAircraftControl = (ComAircraftControl*)gameObject->GetComponent("ComAircraftControl");
	
	// LEVEL Text 구성요소
	GameObject* pGoUITextLV = factory.CreateUIText(NULL, "UI1Text", "", 0.f, 0.f, 200.f, 100.f);
	m_pTextInfo = (ComUIText*)pGoUITextLV->GetComponent("ComUIText");

	GameObject* pGO = GameObject::Find("UIPanelDialog");
	if (pGO != NULL)
		m_pPanelUI = (ComUIPanelDialog*)pGO->GetComponent("ComUIPanelDialog");
}
开发者ID:saphirus87,项目名称:SGA_ProjectRPG,代码行数:15,代码来源:ComAircraft.cpp

示例3: playDeathSFX

void PlayerLogicComponent::playDeathSFX(int playerClass, uint64_t deadPlayerID){
	//Need to pass a reference to the GameObject* associated with player who was killed
	GameObject* deadPlayer = GameObjects.GetGameObject(deadPlayerID);
	PlayerRenderComponent* rendComp = dynamic_cast<PlayerRenderComponent*>(deadPlayer->GetComponent(COMPONENT_RENDER));
	RenderManager* renderMan = RenderManager::getRenderManager();
	if (renderMan->isObjOnScreen(rendComp->objRef)){
		AudioManager* audioMan = AudioManager::getAudioInstance();
		switch (playerClass){
		case CLASS_CHICKEN:
			audioMan->playByName("chickensfx.ogg");
			break;
		case CLASS_PEACOCK:
			audioMan->playByName("peacocksfx.ogg");
			break;
		case CLASS_FLAMINGO:
			audioMan->playByName("flamingosfx.ogg");
			break;
		case CLASS_QUAIL:
			audioMan->playByName("quailsfx.ogg");
			break;
		case CLASS_TURKEY:
			audioMan->playByName("turkeysfx.ogg");
			break;
		case CLASS_EAGLE:
			//Unimplemented
			//audioMan->playByName("eaglesfx.ogg");
			break;
		}
	}
}
开发者ID:EthanShimooka,项目名称:BAA,代码行数:30,代码来源:PlayerLogicComponent.cpp

示例4: rand

  Game::Game(void(*Exit)())
    :Exit(Exit)
  {
    for(int i = 0; i < 5; ++i)
    {
      GameObject* go = gof::CreateGameObject("assets/myGameObject.go");
      SpriteRenderer* spr = (SpriteRenderer*)go->GetComponent(SPRITE_RENDERER);
      spr->SetSprite(engine::SPR::TEST);
      go->SetName("PIE!");
      go->GetTransform().position = float2(rand() % 100, rand() % 100);
      m_objects.push_back(go);
    }

    COMPONENT_ID list[] = {TEXT_RENDERER, MOVE_COMPONENT};
    const int sizeList = sizeof(list) / sizeof(COMPONENT_ID);
    GameObject* go = gof::CreateGameObject(list, sizeList);
    go->SetName("FPS Counter");
    m_objects.push_back(go);

    COMPONENT_ID list2[] = {TEXT_RENDERER, TEST};
    const int sizeList2 = sizeof(list2) / sizeof(COMPONENT_ID);
    go = gof::CreateGameObject(list2, sizeList2);
    go->GetTransform().position = float2(0.0f, 10.0f);
    go->SetName("FUPS Counter");
    m_objects.push_back(go);
  }
开发者ID:Lijmer,项目名称:Custom_Template,代码行数:26,代码来源:Game.cpp

示例5: Init

void ComCharacter::Init()
{
	GameObject* pObjMap = GameObject::Find("ObjMap");
	if (pObjMap != NULL)
		m_pMap = (ComObjMap*)pObjMap->GetComponent("ComObjMap");
	if (m_pMap)
	{
		m_pMap->UpdateIndexBufferQuadTree();
		GetHeight();
	}

	m_pFollow = (ComFollowTarget*)gameObject->GetComponent("ComFollowTarget");
	m_pAnimation = (ComRenderSkinnedMesh*)gameObject->GetComponent("ComRenderSkinnedMesh");
	m_pChrEquipment = (ComChrEquipment*)gameObject->GetComponent("ComChrEquipment");

	m_pTimerHPRec = new CTimer(CClock::GetInstance()); m_pTimerHPRec->Start();
	m_pTimerMPRec = new CTimer(CClock::GetInstance()); m_pTimerMPRec->Start();
	m_pTimerDamage = new CTimer(CClock::GetInstance()); m_pTimerDamage->Start();
	m_pTimerCritical = new CTimer(CClock::GetInstance()); m_pTimerCritical->Start();

	m_pComUIDamage = (ComText3D*)gameObject->GetComponent("ComText3D_Damage");
	m_pComUICritical = (ComText3D*)gameObject->GetComponent("ComText3D_Critical");
}
开发者ID:saphirus87,项目名称:SGA_ProjectRPG,代码行数:23,代码来源:ComCharacter.cpp

示例6: destroyShield

void ChickenClassComponent::destroyShield() {
    GameObject* shield = GameObjects.GetGameObject(*shieldIDs.begin());
    shield->isAlive = false;
    PowerShieldPhysicsComponent* physicsComp = dynamic_cast<PowerShieldPhysicsComponent*>(shield->GetComponent(COMPONENT_PHYSICS));
    physicsComp->setCollisionFilter(COLLISION_POWERSHIELD, 0);
    assert(!shieldIDs.empty());
    shieldIDs.pop_front();
}
开发者ID:EthanShimooka,项目名称:BAA,代码行数:8,代码来源:ChickenClassComponent.cpp

示例7: createClassButts

void LobbyMenu::createClassButts(){
	RenderManager* renderMan = RenderManager::getRenderManager();
	GameObject* tutorial;

	int w, h;
	float midHeight, offset;
	float x, y;

	renderMan->getWindowSize(&w, &h);
	// height for the character class buttons
	midHeight = h * (1 / 1.5f);
	// finding the offset of the slots
	offset = w * (1 / 14.0f);

	// chicken button
	renderMan->windowCoordToWorldCoord(x, y, (int)offset, (int)midHeight);

	GameObject* chickButton = bFactory.Spawn(buttonID++, x, y + 10, 9150, 50.0f, 50.0f, 0.30f);
	ButtonLogicComponent* chickLogic = dynamic_cast<ButtonLogicComponent*>(chickButton->GetComponent(COMPONENT_LOGIC));
	ButtonRenderComponent* chickRender = dynamic_cast<ButtonRenderComponent*>(chickButton->GetComponent(COMPONENT_RENDER));
	chickRender->addSecondSprite(27);
	chickLogic->setSound("chickensfx.ogg");
	classButt.push_back(chickButton);
	GameObjects.AddObject(chickButton);
	offset += w * (1 / 12.0f);

		// chicken tutorial
	tutorial = tFactory.Spawn(tutorialID++, 9350, 80, 0);
	tutorials.push_back(tutorial);

	// peacock button
	renderMan->windowCoordToWorldCoord(x, y, (int)offset, (int)midHeight);

	GameObject* peaButton = bFactory.Spawn(buttonID++, x, y, 9151, 50.0f, 50.0f, 0.5);
	ButtonLogicComponent* peaLogic = dynamic_cast<ButtonLogicComponent*>(peaButton->GetComponent(COMPONENT_LOGIC));
	ButtonRenderComponent* peaRender = dynamic_cast<ButtonRenderComponent*>(peaButton->GetComponent(COMPONENT_RENDER));
	peaRender->addSecondSprite(27);
	peaLogic->setSound("peacocksfx.ogg");
	classButt.push_back(peaButton);
	GameObjects.AddObject(peaButton);
	offset += w * (1 / 11.0f);

		// peacock tutorial
	tutorial = tFactory.Spawn(tutorialID++, 9351,80, 0);
	tutorials.push_back(tutorial);

	// flamingo button
	renderMan->windowCoordToWorldCoord(x, y, (int)offset, (int)midHeight);
	GameObject* flamButton = bFactory.Spawn(buttonID++, x, y - 70, 9152, 59.0f, 59.0f, 0.4f);
	ButtonLogicComponent* flamLogic = dynamic_cast<ButtonLogicComponent*>(flamButton->GetComponent(COMPONENT_LOGIC));
	ButtonRenderComponent* flamRender = dynamic_cast<ButtonRenderComponent*>(flamButton->GetComponent(COMPONENT_RENDER));
	flamRender->addSecondSprite(27);
	flamLogic->setSound("flamingosfx.ogg");
	classButt.push_back(flamButton);
	GameObjects.AddObject(flamButton);
	offset += w * (1 / 12.0f);


		// flamingo tutorial
	tutorial = tFactory.Spawn(tutorialID++, 9352, 80, 0);
	tutorials.push_back(tutorial);

	// quail button
	renderMan->windowCoordToWorldCoord(x, y, (int)offset, (int)midHeight);

	GameObject* quaButton = bFactory.Spawn(buttonID++, x, y + 20, 9153, 50.0f, 50.0f, 0.3f);
	ButtonLogicComponent* quaLogic = dynamic_cast<ButtonLogicComponent*>(quaButton->GetComponent(COMPONENT_LOGIC));
	ButtonRenderComponent* quaRender = dynamic_cast<ButtonRenderComponent*>(quaButton->GetComponent(COMPONENT_RENDER));
	quaRender->addSecondSprite(27);
	quaLogic->setSound("quailsfx.ogg");
	classButt.push_back(quaButton);
	GameObjects.AddObject(quaButton);
	offset += w * (1 / 8.0f);

		// quail tutorial
	tutorial = tFactory.Spawn(tutorialID++, 9353, 80, 0);
	tutorials.push_back(tutorial);

	// turkey button
	renderMan->windowCoordToWorldCoord(x, y, (int)offset, (int)midHeight);

	GameObject* turkButton = bFactory.Spawn(buttonID++, x, y, 9154, 50.0f, 50.0f, 0.6f);
	ButtonLogicComponent* turkLogic = dynamic_cast<ButtonLogicComponent*>(turkButton->GetComponent(COMPONENT_LOGIC));
	ButtonRenderComponent* turkRender = dynamic_cast<ButtonRenderComponent*>(turkButton->GetComponent(COMPONENT_RENDER));
	turkRender->addSecondSprite(27);
	turkLogic->setSound("turkeysfx.ogg");
	classButt.push_back(turkButton);
	GameObjects.AddObject(turkButton);
	offset += w * (1 / 11.0f);

		// turkey tutorial
	tutorial = tFactory.Spawn(tutorialID++, 9354, 80, 0);
	tutorials.push_back(tutorial);


	//Now assing all the controller mapping stuff
	chickLogic->setNavButtons(NULL, backButt, NULL, peaButton);
	peaLogic->setNavButtons(flamButton, backButt, chickButton, flamButton);
	flamLogic->setNavButtons(NULL, backButt, peaButton, quaButton);
	quaLogic->setNavButtons(flamButton, backButt, flamButton, turkButton);
//.........这里部分代码省略.........
开发者ID:EthanShimooka,项目名称:BAA,代码行数:101,代码来源:LobbyMenu.cpp

示例8: Run


//.........这里部分代码省略.........
	/////////////////////////////////////////////////////


	bool gameloop = true;
	int var = 0;
	renderMan->zoom = 0.5;

	float size = 6;
	float ratio = 0.7f;
	int armswing = (int)size;
	int moveSpd = 1;
	int pressed = 0;
	int pressedTime = 3;
	int rotation = 0;
	audioMan->playByName("bgmBAAGameplay.ogg");
	bool gameEndMusic = false;
	int mousecounter = 5;
	renderMan->zoom = 0.6f;
	
	SystemUIObjectQueue queue;

	//World Loading
	GameSession::LoadWorld();
	GameSession::LoadPlayers();
	GameSession::LoadHUD(player, queue);

	///*auto spawning minion variables
	int minionCounter = 10000;

	//crosshair variables
	SDLRenderObject * crosshair = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 1109, -1000, -1000, -0.05f);
	SDLRenderObject * crosshairCharging = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 1111, -1000, -1000, -0.05f);
	crosshairCharging->visible = false;
	PlayerLogicComponent* playerLogic = dynamic_cast<PlayerLogicComponent*>(player->GetComponent(COMPONENT_LOGIC));
	PlayerRenderComponent* playerRend = dynamic_cast<PlayerRenderComponent*>(player->GetComponent(COMPONENT_RENDER));

	//midway fountain
	/*
	SDLRenderObject * fount = sceneMan->InstantiateObject(sceneMan->findLayer("layer2"), 101004, 40, 150, 0.005f);
	fount->setScale(0.5f);
	list<motion> motions;
	motions.push_back(makeMotion(keyframeAnimate(fount, 0, 15), 0, 1));
	Animation * runWater = new Animation(100, motions);
	int aniCounter = 0;
	*/
	LoadBackgroundProps();

	int aniCounter = 0;


	bool firstTime = true;
	Timing::sInstance.SetCountdownStart();
	NetworkManager::sInstance->SetState(NetworkManager::NMS_Playing);
	std::cout << NetworkManager::sInstance->GetState() << std::endl;


	clock_t current_ticks, delta_ticks;
	clock_t fps = 0;
	string fpscounter = "";

	SDLRenderObject * fpsHUD = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), -1, 5, 0, true);
	fpsHUD->setResourceObject(renderMan->renderText(fpscounter.c_str(), 255, 0, 0, 20, "VT323-Regular"));
	fpsHUD->setPos(0, 0);
	SDLRenderObject * leftbaseHUDicon = nullptr;
	SDLRenderObject * rightbaseHUDicon = nullptr;
开发者ID:EthanShimooka,项目名称:BAA,代码行数:66,代码来源:GameSession.cpp


注:本文中的GameObject::GetComponent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。