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C++ Level::GetTile方法代码示例

本文整理汇总了C++中Level::GetTile方法的典型用法代码示例。如果您正苦于以下问题:C++ Level::GetTile方法的具体用法?C++ Level::GetTile怎么用?C++ Level::GetTile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Level的用法示例。


在下文中一共展示了Level::GetTile方法的4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: CausesCollision

// Checks is the given movement will result in a collision.
bool Player::CausesCollision(sf::Vector2f movement, Level& level)
{
	// Get the tiles that the four corners other player are overlapping with.
	Tile* overlappingTiles[4];
	sf::Vector2f newPosition = m_position + movement;

	// Top left.
	overlappingTiles[0] = level.GetTile(sf::Vector2f(newPosition.x - 14.f, newPosition.y - 14.f));

	// Top right.
	overlappingTiles[1] = level.GetTile(sf::Vector2f(newPosition.x + 14.f, newPosition.y - 14.f));

	// Bottom left.
	overlappingTiles[2] = level.GetTile(sf::Vector2f(newPosition.x - 14.f, newPosition.y + 14.f));

	// Bottom right.
	overlappingTiles[3] = level.GetTile(sf::Vector2f(newPosition.x + 14.f, newPosition.y + 14.f));

	// If any of the overlapping tiles are solid there was a collision.
	for (int i = 0; i < 4; i++)
	{
		if (level.IsSolid(overlappingTiles[i]->columnIndex, overlappingTiles[i]->rowIndex))
			return true;
	}

	// If we've not returned yet no collisions were found.
	return false;
}
开发者ID:utilForever,项目名称:ProceduralContentGeneration,代码行数:29,代码来源:Player.cpp

示例2: Perform

bool MovementAction::Perform() {
    Level *level = unit->GetCurrentLevel();
    const Tile& t = level->GetTile(unit->GetPosition() + vector);
    if ( t.SatisfyAll( unit->type->travel_conditions ) ) {
        unit->Move(vector);
    }
    return true;
}
开发者ID:Asmageddon,项目名称:r1,代码行数:8,代码来源:MovementAction.cpp

示例3: PreCondition

bool MovementAction::PreCondition() {
    Level *level = unit->GetCurrentLevel();
    const Tile& t = level->GetTile(unit->GetPosition() + vector);
    //TODO: Also check if any potential unit would agree to a swap
    if ( t.SatisfyAll( unit->type->travel_conditions )) {
        return false;
    }
    return true;
}
开发者ID:Asmageddon,项目名称:r1,代码行数:9,代码来源:MovementAction.cpp

示例4: UpdatePathfinding

// Recalculates the enemies path finding.
void Enemy::UpdatePathfinding(Level& level, sf::Vector2f playerPosition)
{
	// Create all variables.
	std::vector<Tile*> openList;
	std::vector<Tile*> closedList;
	std::vector<Tile*> pathList;
	std::vector<Tile*>::iterator position;
	Tile* currentNode;

	// Reset all nodes.
	level.ResetNodes();

	// Store the start and goal nodes.
	Tile* startNode = level.GetTile(m_position);
	Tile* goalNode = level.GetTile(playerPosition);

	// Check we have a valid path to find. If not we can just end the function as there's no path to find.
	if (startNode == goalNode)
	{
		// Clear the vector of target positions.
		m_targetPositions.clear();

		// Exit the function.
		return;
	}

	// Pre-compute our H cost (estimated cost to goal) for each node.
	for (int i = 0; i < level.GetSize().x; i++)
	{
		for (int j = 0; j < level.GetSize().y; j++)
		{
			int rowOffset, heightOffset;
			Tile* node = level.GetTile(i, j);

			heightOffset = abs(node->rowIndex - goalNode->rowIndex);
			rowOffset = abs(node->columnIndex - goalNode->columnIndex);

			node->H = heightOffset + rowOffset;
		}
	}

	// Add the start node to the open list.
	openList.push_back(startNode);

	// While we have values to check in the open list.
	while (!openList.empty())
	{
		// Find the node in the open list with the lowest F value and mark it as current.
		int lowestF = INT_MAX;

		for (Tile* tile : openList)
		{
			if (tile->F < lowestF)
			{
				lowestF = tile->F;
				currentNode = tile;
			}
		}

		// Remove the current node from the open list and add it to the closed list.
		position = std::find(openList.begin(), openList.end(), currentNode);
		if (position != openList.end())
			openList.erase(position);

		closedList.push_back(currentNode);

		// Find all valid adjacent nodes.
		std::vector<Tile*> adjacentTiles;
		Tile* node;

		// Top.
		node = level.GetTile(currentNode->columnIndex, currentNode->rowIndex - 1);
		if ((node != nullptr) && (level.IsFloor(*node)))
		{
			adjacentTiles.push_back(level.GetTile(currentNode->columnIndex, currentNode->rowIndex - 1));
		}

		// Right.
		node = level.GetTile(currentNode->columnIndex + 1, currentNode->rowIndex);
		if ((node != nullptr) && (level.IsFloor(*node)))
		{
			adjacentTiles.push_back(level.GetTile(currentNode->columnIndex + 1, currentNode->rowIndex));
		}

		// Bottom.
		node = level.GetTile(currentNode->columnIndex, currentNode->rowIndex + 1);
		if ((node != nullptr) && (level.IsFloor(*node)))
		{
			adjacentTiles.push_back(level.GetTile(currentNode->columnIndex, currentNode->rowIndex + 1));
		}

		// Left.
		node = level.GetTile(currentNode->columnIndex - 1, currentNode->rowIndex);
		if ((node != nullptr) && (level.IsFloor(*node)))
		{
			adjacentTiles.push_back(level.GetTile(currentNode->columnIndex - 1, currentNode->rowIndex));
		}

		// For all adjacent nodes.
//.........这里部分代码省略.........
开发者ID:VishalMewadaPackt,项目名称:DemoProjectTwo,代码行数:101,代码来源:Enemy.cpp


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