本文整理汇总了C++中Hotspot::setDirection方法的典型用法代码示例。如果您正苦于以下问题:C++ Hotspot::setDirection方法的具体用法?C++ Hotspot::setDirection怎么用?C++ Hotspot::setDirection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Hotspot
的用法示例。
在下文中一共展示了Hotspot::setDirection方法的3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: enemyKilled
void FightsManager::enemyKilled() {
Resources &res = Resources::getReference();
Hotspot *playerHotspot = res.getActiveHotspot(PLAYER_ID);
FighterRecord &playerRec = getDetails(PLAYER_ID);
playerHotspot->setTickProc(PLAYER_TICK_PROC_ID);
playerRec.fwhits = GENERAL_MAGIC_ID;
playerHotspot->resource()->colorOffset = 128;
playerHotspot->setSize(32, 48);
playerHotspot->resource()->width = 32;
playerHotspot->resource()->height = 48;
playerHotspot->setAnimationIndex(PLAYER_ANIM_INDEX);
playerHotspot->setPosition(playerHotspot->x(), playerHotspot->y() + 5);
playerHotspot->setDirection(LEFT);
if (playerHotspot->roomNumber() == 6) {
Dialog::show(0xc9f);
HotspotData *axeHotspot = res.getHotspot(0x2738);
axeHotspot->roomNumber = PLAYER_ID;
axeHotspot->flags |= HOTSPOTFLAG_FOUND;
// Prevent the weapon animation being drawn
axeHotspot = res.getHotspot(0x440);
axeHotspot->layer = 0;
}
}
示例2: normalGoewin
void Script::normalGoewin(uint16 v1, uint16 v2, uint16 v3) {
Resources &res = Resources::getReference();
Hotspot *hotspot = res.getActiveHotspot(GOEWIN_ID);
assert(hotspot);
if (!hotspot->currentActions().isEmpty())
hotspot->currentActions().top().setAction(DISPATCH_ACTION);
hotspot->setCharacterMode(CHARMODE_NONE);
hotspot->setDirection(UP);
hotspot->setTickProc(STANDARD_CHARACTER_TICK_PROC);
// Clear walk to position for Goewin so player must walk up to her when interacting
hotspot->resource()->walkX = 0;
hotspot->resource()->walkY = 0;
}
示例3: getHotspot
Hotspot *Resources::addHotspot(uint16 hotspotId) {
HotspotData *hData = getHotspot(hotspotId);
assert(hData);
Hotspot *hotspot = new Hotspot(hData);
_activeHotspots.push_back(HotspotList::value_type(hotspot));
if (hotspotId < FIRST_NONCHARACTER_ID) {
// Default characters to facing upwards until they start moving
hotspot->setDirection(UP);
hotspot->setCharRectY(0);
// When reactivating an NPC, ensure that their previous state wasn't PROCESSING_PATH, since
// the pause has destroyed the previously decided destination position
if (!hData->npcSchedule.isEmpty() && (hData->npcSchedule.top().action() == PROCESSING_PATH))
hData->npcSchedule.top().setAction(DISPATCH_ACTION);
}
return hotspot;
}