本文整理汇总了C++中LTexture::getHeight方法的典型用法代码示例。如果您正苦于以下问题:C++ LTexture::getHeight方法的具体用法?C++ LTexture::getHeight怎么用?C++ LTexture::getHeight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LTexture
的用法示例。
在下文中一共展示了LTexture::getHeight方法的15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: addProj
void addProj(Player pl)
{
int x = pl.getPosX();
Projectile * tmp = new Projectile(x, SCREEN_HEIGHT - gProjTexture.getHeight()*2);
tmp->setTex(&gProjTexture);
Projects.push_back(tmp);
gameObjects.push_back(tmp);
}
示例2: ifShipHit
bool ifShipHit(int projX, int projY, int shipX, int shipY)
{
if ( projX >= shipX &&
(projX < (shipX + (gShipTexture.getWidth()) ) ) &&
(projY > shipY ) &&
(projY < (shipY + (gShipTexture.getHeight()) ) ) )
{
return true;
}
else
return false;
}
示例3: ifHitPlayer
bool ifHitPlayer(int playerX, int playerY, int shipProjX, int shipProjY)
{
//cout << "px " << playerX << "py " << playerY << "sX" << shipProjX << "sY " << shipProjY << endl;
if( shipProjX > playerX &&
shipProjX < playerX + gPlayerTexture.getWidth() &&
shipProjY > playerY - gPlayerTexture.getHeight() )
{
cout << "curna TRUE";
return true;
}
else {
return false;
}
}
示例4:
Dot::Dot()
{
//Initialize the offsets
mPosX = 0;
mPosY = 0;
//Set collision box dimension
mCollider.w = gDotTexture.getWidth();
mCollider.h = gDotTexture.getHeight();
//Initialize the velocity
mVelX = 0;
mVelY = 0;
}
示例5: main
int main() {
if(!init()) {
printf("Failed to initialize!\n");
return -1;
}
if(!loadMedia()) {
printf("Failed to load media!\n");
return -1;
}
bool quit = false;
SDL_Event e;
//While application is running
while(!quit) {
//Handle events on queue
while(SDL_PollEvent(&e) != 0) {
//User request quit
if(e.type == SDL_QUIT) {
quit = true;
}
//Handle window events
g_window.handleEvent(e);
}
//Only draw when not minimized
if(!g_window.isMinimized()) {
//Clear screen
SDL_SetRenderDrawColor(g_renderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(g_renderer);
//Render text textures
g_sceneTexture.render((g_window.getWidth() - g_sceneTexture.getWidth()) / 2,
(g_window.getHeight() - g_sceneTexture.getHeight()) / 2 );
//Update screen
SDL_RenderPresent(g_renderer);
}
}
close();
return 0;
}
示例6: loadMedia
bool loadMedia() {
//Loading success flag
bool success = true;
//Load foo' texture
if( !gFooTexture.loadFromFile( "40_texture_manipulation/foo.png" ) ) {
printf( "Failed to load corner texture!\n" );
success = false;
} else {
//Lock texture
if( !gFooTexture.lockTexture() ) {
printf( "Unable to lock Foo' texture!\n" );
}
//Manual color key
else {
//Get pixel data
Uint32* pixels = (Uint32*)gFooTexture.getPixels();
int pixelCount = ( gFooTexture.getPitch() / 4 ) * gFooTexture.getHeight();
//Map colors
Uint32 colorKey = SDL_MapRGB( SDL_GetWindowSurface( gWindow )->format, 0, 0xFF, 0xFF );
Uint32 transparent = SDL_MapRGBA( SDL_GetWindowSurface( gWindow )->format, 0xFF, 0xFF, 0xFF, 0x00 );
//Color key pixels
for( int i = 0; i < pixelCount; ++i ) {
if( pixels[ i ] == colorKey ) {
pixels[ i ] = transparent;
}
}
//Unlock texture
gFooTexture.unlockTexture();
}
}
return success;
}
示例7: main
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//Angle of rotation
double degrees = 0;
//Flip type
SDL_RendererFlip flipType = SDL_FLIP_NONE;
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
else if( e.type == SDL_KEYDOWN )
{
switch( e.key.keysym.sym )
{
case SDLK_a:
degrees -= 60;
break;
case SDLK_d:
degrees += 60;
break;
case SDLK_q:
flipType = SDL_FLIP_HORIZONTAL;
break;
case SDLK_w:
flipType = SDL_FLIP_NONE;
break;
case SDLK_e:
flipType = SDL_FLIP_VERTICAL;
break;
}
}
}
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render arrow
gArrowTexture.render( ( SCREEN_WIDTH - gArrowTexture.getWidth() ) / 2, ( SCREEN_HEIGHT - gArrowTexture.getHeight() ) / 2, NULL, degrees, NULL, flipType );
//Update screen
SDL_RenderPresent( gRenderer );
}
}
}
//Free resources and close SDL
close();
return 0;
}
示例8: main
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//Set text color as black
SDL_Color textColor = { 0, 0, 0, 255 };
//The application timer
LTimer timer;
//In memory text stream
std::stringstream timeText;
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
//Reset start time on return keypress
else if( e.type == SDL_KEYDOWN )
{
//Start/stop
if( e.key.keysym.sym == SDLK_s )
{
if( timer.isStarted() )
{
timer.stop();
}
else
{
timer.start();
}
}
//Pause/unpause
else if( e.key.keysym.sym == SDLK_p )
{
if( timer.isPaused() )
{
timer.unpause();
}
else
{
timer.pause();
}
}
}
}
//Set text to be rendered
timeText.str( "" );
timeText << "Seconds since start time " << ( timer.getTicks() / 1000.f ) ;
//Render text
if( !gTimeTextTexture.loadFromRenderedText( timeText.str().c_str(), textColor ) )
{
printf( "Unable to render time texture!\n" );
}
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render textures
gStartPromptTexture.render( ( SCREEN_WIDTH - gStartPromptTexture.getWidth() ) / 2, 0 );
gPausePromptTexture.render( ( SCREEN_WIDTH - gPausePromptTexture.getWidth() ) / 2, gStartPromptTexture.getHeight() );
gTimeTextTexture.render( ( SCREEN_WIDTH - gTimeTextTexture.getWidth() ) / 2, ( SCREEN_HEIGHT - gTimeTextTexture.getHeight() ) / 2 );
//Update screen
SDL_RenderPresent( gRenderer );
}
}
}
//Free resources and close SDL
close();
//.........这里部分代码省略.........
示例9: main
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
//Handle window events
gWindow.handleEvent( e );
}
//Only draw when not minimized
if( !gWindow.isMinimized() )
{
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render text textures
gSceneTexture.render( ( gWindow.getWidth() - gSceneTexture.getWidth() ) / 2, ( gWindow.getHeight() - gSceneTexture.getHeight() ) / 2 );
//Update screen
SDL_RenderPresent( gRenderer );
}
}
}
}
//Free resources and close SDL
close();
return 0;
}
示例10:
void LTexture::renderRelToScrnRel2Object(double x, double y, LTexture& obj2, double angle) {
render( MidPositionRelative(SCREEN_WIDTH, obj2.getWidth(), getWidth(), x),
MidPositionRelative(SCREEN_HEIGHT, obj2.getHeight(), getHeight(), y),
angle);
}
示例11: main
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
}
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render current frame
gTextTexture.render( ( SCREEN_WIDTH - gTextTexture.getWidth() ) / 2, ( SCREEN_HEIGHT - gTextTexture.getHeight() ) / 2 );
//Update screen
SDL_RenderPresent( gRenderer );
}
}
}
//Free resources and close SDL
close();
return 0;
}
示例12: main
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//Set text color as black
SDL_Color textColor = { 0, 0, 0, 255 };
//The frames per second timer
LTimer fpsTimer;
//In memory text stream
std::stringstream timeText;
//Start counting frames per second
int countedFrames = 0;
fpsTimer.start();
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
}
//Calculate and correct fps
float avgFPS = countedFrames / ( fpsTimer.getTicks() / 1000.f );
if( avgFPS > 2000000 )
{
avgFPS = 0;
}
//Set text to be rendered
timeText.str( "" );
timeText << "Average Frames Per Second " << avgFPS;
//Render text
if( !gFPSTextTexture.loadFromRenderedText( timeText.str().c_str(), textColor ) )
{
printf( "Unable to render FPS texture!\n" );
}
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render textures
gFPSTextTexture.render( ( SCREEN_WIDTH - gFPSTextTexture.getWidth() ) / 2, ( SCREEN_HEIGHT - gFPSTextTexture.getHeight() ) / 2 );
//Update screen
SDL_RenderPresent( gRenderer );
++countedFrames;
}
}
}
//Free resources and close SDL
close();
return 0;
}
示例13: main
int main( int argc, char* args[] )
{
//Start up SDL and create window
if( !init() )
{
printf( "Failed to initialize!\n" );
}
else
{
//Load media
if( !loadMedia() )
{
printf( "Failed to load media!\n" );
}
else
{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//Text rendering color
SDL_Color textColor = { 0, 0, 0, 0xFF };
SDL_Color highlightColor = { 0xFF, 0, 0, 0xFF };
//Current input point
int currentData = 0;
//While application is running
while( !quit )
{
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
else if( e.type == SDL_KEYDOWN )
{
switch( e.key.keysym.sym )
{
//Previous data entry
case SDLK_UP:
//Rerender previous entry input point
gDataTextures[ currentData ].loadFromRenderedText( std::to_string( (_Longlong)gData[ currentData ] ), textColor );
--currentData;
if( currentData < 0 )
{
currentData = TOTAL_DATA - 1;
}
//Rerender current entry input point
gDataTextures[ currentData ].loadFromRenderedText( std::to_string( (_Longlong)gData[ currentData ] ), highlightColor );
break;
//Next data entry
case SDLK_DOWN:
//Rerender previous entry input point
gDataTextures[ currentData ].loadFromRenderedText( std::to_string( (_Longlong)gData[ currentData ] ), textColor );
++currentData;
if( currentData == TOTAL_DATA )
{
currentData = 0;
}
//Rerender current entry input point
gDataTextures[ currentData ].loadFromRenderedText( std::to_string( (_Longlong)gData[ currentData ] ), highlightColor );
break;
//Decrement input point
case SDLK_LEFT:
--gData[ currentData ];
gDataTextures[ currentData ].loadFromRenderedText( std::to_string( (_Longlong)gData[ currentData ] ), highlightColor );
break;
//Increment input point
case SDLK_RIGHT:
++gData[ currentData ];
gDataTextures[ currentData ].loadFromRenderedText( std::to_string( (_Longlong)gData[ currentData ] ), highlightColor );
break;
}
}
}
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render text textures
gPromptTextTexture.render( ( SCREEN_WIDTH - gPromptTextTexture.getWidth() ) / 2, 0 );
for( int i = 0; i < TOTAL_DATA; ++i )
{
gDataTextures[ i ].render( ( SCREEN_WIDTH - gDataTextures[ i ].getWidth() ) / 2, gPromptTextTexture.getHeight() + gDataTextures[ 0 ].getHeight() * i );
}
//Update screen
SDL_RenderPresent( gRenderer );
//.........这里部分代码省略.........
示例14: loop
void loop () {
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
//Reset start time on return keypress
else if( e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_RETURN )
{
startTime = SDL_GetTicks();
}
}
//Set text to be rendered
timeText.str( "" );
timeText << "Milliseconds since start time " << SDL_GetTicks() - startTime;
//Render text
if( !gTimeTextTexture.loadFromRenderedText( timeText.str().c_str(), textColor ) )
{
printf( "Unable to render time texture!\n" );
}
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render textures
gPromptTextTexture.render( ( SCREEN_WIDTH - gPromptTextTexture.getWidth() ) / 2, 0 );
gTimeTextTexture.render( ( SCREEN_WIDTH - gPromptTextTexture.getWidth() ) / 2, ( SCREEN_HEIGHT - gPromptTextTexture.getHeight() ) / 2 );
//Update screen
SDL_RenderPresent( gRenderer );
}
示例15: loop
void loop () {
//Handle events on queue
while( SDL_PollEvent( &e ) != 0 )
{
//User requests quit
if( e.type == SDL_QUIT )
{
quit = true;
}
}
//Calculate and correct fps
float avgFPS = countedFrames / ( fpsTimer.getTicks() / 1000.f );
if( avgFPS > 2000000 )
{
avgFPS = 0;
}
//Set text to be rendered
timeText.str( "" );
timeText << "Average Frames Per Second " << avgFPS;
//Render text
if( !gFPSTextTexture.loadFromRenderedText( timeText.str().c_str(), textColor ) )
{
printf( "Unable to render FPS texture!\n" );
}
//Clear screen
SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF );
SDL_RenderClear( gRenderer );
//Render textures
gFPSTextTexture.render( ( SCREEN_WIDTH - gFPSTextTexture.getWidth() ) / 2, ( SCREEN_HEIGHT - gFPSTextTexture.getHeight() ) / 2 );
//Update screen
SDL_RenderPresent( gRenderer );
++countedFrames;
}