本文整理汇总了C++中HGE::Texture_Load方法的典型用法代码示例。如果您正苦于以下问题:C++ HGE::Texture_Load方法的具体用法?C++ HGE::Texture_Load怎么用?C++ HGE::Texture_Load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HGE
的用法示例。
在下文中一共展示了HGE::Texture_Load方法的7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: Init
void Projectile::Init(Ship* owner, PROJECTILE_TYPE type, float x, float y, float w, bool active)
{
GameObject::Init(x, y, w, active);
this->type = type;
this->owner = owner;
HGE* hge = hgeCreate(HGE_VERSION);
switch (type)
{
case PROJ_BULLET:
{
tex = hge->Texture_Load("missile.png");
sprite.reset(new hgeSprite(tex, 0, 0, 40, 20));
sprite.get()->SetHotSpot(20, 10);
}
break;
case PROJ_SEEKING_MISSLE:
{
tex = hge->Texture_Load("missile.png");
sprite.reset(new hgeSprite(tex, 0, 0, 40, 20));
sprite.get()->SetHotSpot(20, 10);
}
break;
}
hge->Release();
}
示例2: hgeCreate
HPBAR::HPBAR(const char* hp_tex, const char* shield_tex, const char* delay_tex)
{
HGE *hge = hgeCreate(HGE_VERSION);
tex1 = hge->Texture_Load(hp_tex);
tex2 = hge->Texture_Load(shield_tex);
tex3 = hge->Texture_Load(delay_tex);
spr1 = new hgeSprite(tex1, 0, 0, 100, 17);
spr2 = new hgeSprite(tex2, 0, 0, 100, 17);
spr3 = new hgeSprite(tex3, 0, 0, 100, 17);
spr3->SetColor(ARGB(255, 255, 0, 0));
spr1->SetColor(ARGB(255, 0, 255, 0));
spr2->SetColor(ARGB(255, 200, 200, 200));
font = new hgeFont("font1.fnt");
font->SetZ(SKILL_LAYER);
font->SetScale(0.75);
}
示例3: hgeCreate
MUTI_POOL::MUTI_POOL(const char *flie,int nframes, float w, float h, float centerx, float centery)
{
HGE *hge = hgeCreate(HGE_VERSION);
HTEXTURE pic = hge->Texture_Load(flie);
boom = new hgeAnimation(pic, nframes, 30, 0, 0, w, h);
boom->SetZ(SKILL_LAYER);
boom->SetHotSpot(centerx, centery);
}
示例4: hgeCreate
BuffManager::BuffManager()
{
HGE *hge = hgeCreate(HGE_VERSION);
HTEXTURE f = hge->Texture_Load("freeze.png");
HTEXTURE v = hge->Texture_Load("vertigo.png");
HTEXTURE t = hge->Texture_Load("toxic.png");
HTEXTURE m = hge->Texture_Load("MPrecover.png");
HTEXTURE e = hge->Texture_Load("extraattack.png");
toxicdebuff = new hgeSprite(t, 0, 0, BUFFSIZE, BUFFSIZE);
vertigodebuff = new hgeSprite(v, 0, 0, BUFFSIZE, BUFFSIZE);
freezedebuff = new hgeSprite(f, 0, 0, BUFFSIZE, BUFFSIZE);
mprecover = new hgeSprite(m, 0, 0, BUFFSIZE, BUFFSIZE);
extraattack = new hgeSprite(e, 0, 0, BUFFSIZE, BUFFSIZE);
extraattack->SetHotSpot(1, 1);
mprecover->SetHotSpot(1, 1);
toxicdebuff->SetHotSpot(1, 1);
vertigodebuff->SetHotSpot(1, 1);
freezedebuff->SetHotSpot(1, 1);
font = new hgeFont("font.fnt");
m_bHasInitialized = true;
}
示例5: hgeCreate
AnimObject::AnimObject(const char *name, int nframes, int fps, float w, float h, float centerx, float centery, int aID,bool infinite, float x1, float y1)
{
HGE* hge = hgeCreate(HGE_VERSION);
tex = hge->Texture_Load(name);
anim = new hgeAnimation(tex, nframes, fps, 0, 0, w, h);
anim->SetHotSpot(centerx, centery);
ID = aID;
imgx = x1;
imgy = y1;
dead = false;
angle = 0.0f;
size = 1.0f;
Isinfinite = infinite;
}
示例6: deleted
Missile::Missile(char* filename, float x, float y, float w, int shipid, int _damage)
: angular_velocity(0)
, deleted(0)
, damage(_damage)
{
HGE* hge = hgeCreate(HGE_VERSION);
tex_ = hge->Texture_Load(filename);
hge->Release();
sprite_.reset(new hgeSprite(tex_, 0, 0, 40, 20));
sprite_->SetHotSpot(20,10);
x_ = x;
y_ = y;
w_ = w;
ownerid = shipid;
velocity_x_ = 200.0f * cosf(w_);
velocity_y_ = 200.0f * sinf(w_);
x_ += velocity_x_ * 0.5;
y_ += velocity_y_ * 0.5;
}
示例7: SetBWbools
void ObjectPool::SetBWbools(const char* filename, int NumOfObject)
{
HGE *hge = hgeCreate(HGE_VERSION);
HTEXTURE pic = hge->Texture_Load(filename);
int width = hge->Texture_GetWidth(pic);
int height = hge->Texture_GetHeight(pic);
BWpic bwpic;
bwpic.width = width;
bwpic.height = height;
bwpic.bools = (bool**)malloc(sizeof(bool*)*width);
for (int i = 0; i < width; i++)
bwpic.bools[i] = (bool*)malloc(sizeof(bool)*height);
DWORD *color = hge->Texture_Lock(pic);
for (int i = 0; i < width; i++)
for (int j = 0; j < height;j++)
if (GETR(color[j*width + i]) == 0 && GETG(color[j*width + i]) == 0 && GETB(color[j*width + i]) == 0)
bwpic.bools[j][i] = true;
else bwpic.bools[j][i] = false;
bwpic.number = NumOfObject;
hge->Texture_Unlock(pic);
hge->Texture_Free(pic);
BWpics.push_back(bwpic);
BWpics.shrink_to_fit();
}