本文整理汇总了C++中Level::LoadLevel方法的典型用法代码示例。如果您正苦于以下问题:C++ Level::LoadLevel方法的具体用法?C++ Level::LoadLevel怎么用?C++ Level::LoadLevel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Level
的用法示例。
在下文中一共展示了Level::LoadLevel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: GetWorlds
// Get worlds in world folder
void PixelMap::GetWorlds(GUI_Creator *gui)
{
if (!gui)
return;
STRING home = GetSaveFolder();
FileSearch search = FileSearch();
search.path = home;
search.deep = false;
if (!ListFiles(&search))
return;
while (search.files.size())
{
STRING file = search.files.top();
search.files.pop();
Level lvl = Level();
lvl.LoadLevel(file);
if (lvl.info.seed)
{
int i = worlds.size();
worlds.push_back(Port::FileName(file));
gui->Append(GUI_WORLDFILE, lvl.info.name, i);
}
}
gui->Set(GUI_WORLDFILE, 0);
}
示例2: AdditionalInit
void MyGame::AdditionalInit() {
//limit the fps to 60 fps
m_iFPSLimit = 60;
m_bLimitFPS = true;
player.Init("data/animations/xeon_animation.xml");
debugLevel.LoadProjectSettings("data/maps/SDL_Game.oep");
debugLevel.LoadLevel("data/maps/Debug Level.oel");
}
示例3: main
int main()
{
srand(time(0));
sf::ContextSettings settings;
settings.antialiasingLevel = 8;
// create the window
sf::RenderWindow window(sf::VideoMode(928, 448), "Labshooter", sf::Style::Default, settings);
sf::Clock clock;
sf::Texture playerTexture;
playerTexture.loadFromFile("assets/player.png");
sf::Texture tileTexture;
tileTexture.loadFromFile("assets/tile.png");
sf::Sprite playerSprite;
playerSprite.setTexture(playerTexture);
sf::Sprite tileSprite;
tileSprite.setTexture(tileTexture);
SoundManager::LoadSound("shoot", "assets/shoot.wav");
SoundManager::LoadSound("shoot2", "assets/shoot2.wav");
SoundManager::LoadSound("hurt", "assets/hurt.wav");
level.LoadLevel("assets/level1");
// run the program as long as the window is open
while (window.isOpen())
{
sf::Time elapsed = clock.restart();
// check all the window's events that were triggered since the last iteration of the loop
sf::Event event;
while (window.pollEvent(event))
{
// "close requested" event: we close the window
if (event.type == sf::Event::Closed)
window.close();
}
level.Update(elapsed.asMilliseconds());
/*if(sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
move(0.5 * elapsed.asMilliseconds(), 0, playerSprite, tileSprite);
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
move(-0.5 * elapsed.asMilliseconds(), 0, playerSprite, tileSprite);
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
move(0, -0.5 * elapsed.asMilliseconds(), playerSprite, tileSprite);
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
move(0, 0.5 * elapsed.asMilliseconds(), playerSprite, tileSprite);
}*/
tileSprite.setPosition(50, 50);
// clear the window with black color
window.clear(sf::Color::White);
// draw everything here...
//window.draw(playerSprite);
//window.draw(tileSprite);
level.Render(&window);
// end the current frame
window.display();
}
return 0;
}
示例4: main
int main(int argc, char* args[])
{
enum {MENU, RUNNING, GAMEOVER, END};
int state = MENU;
int score = 0;
int deaths = 0;
//Holds all game objects vectors
vector<Net *> nets;
vector<Coral *> corals;
vector<School *> schools;
vector<SceneryFish *> sceneryFish;
vector<GobblerFish *> gobblerFish;
//back buffer || bit messy can clean up
System system("Fishy Game", false, 640, 480, 32, 60);
if (!system.Setup())
{
MessageBox(NULL, "SDL DID NOT INITIALISE PROPERLY", NULL, MB_OK);
return -1;
}
SDL_Surface* buffer = system.GetBuffer();
Timer timer;
Timer delta;
Camera camera(640, 480);
Level level;
Menu menu;
Hud hud;
School* school;
Net* net = NULL;
Coral* coral = NULL;
Mix_Music *music = NULL;
Fish fish("Sprites/Player_Spritesheet.bmp", 64, 64, 0, 0, 200, 200);
level.LoadLevel(fish, corals, nets, sceneryFish, gobblerFish);
music = Mix_LoadMUS( "Sounds/DST-Aethereal.wav" );
delta.Start();
while(!system.Done())
{
srand(time(NULL));
if(Mix_PlayingMusic () == 0)
{
Mix_PlayMusic(music, -1);
}
switch(state)
{
case MENU:
state = (menu.Update( delta, system.GetEvent()));
menu.Draw(buffer, camera);
break;
case RUNNING:
hud.Update(score, deaths );
//update
fish.Update( delta.GetTicks() );
for( int c = 0; c < corals.size(); c++)
{
corals[c]->Update(delta.GetTicks());
}
for( int i = 0; i < schools.size(); i++)
{
schools[i]->Update( delta.GetTicks(), fish, corals);
for(int j = 0; j < 3; j++)
{
if(schools[i]->GetFish(j)->GetEaten()
&& (!schools[i]->GetFish(j)->GetScored()))
{
deaths += 1;
schools[i]->GetFish(j)->SetScored(true);
}
if(schools[i]->GetFish(j)->GetSaved()
&& (!schools[i]->GetFish(j)->GetScored()))
{
score += 10;
schools[i]->GetFish(j)->SetScored(true);
}
}
}
for( int g = 0; g < gobblerFish.size(); g++)
{
gobblerFish[g]->Update(delta.GetTicks(), schools);
}
for( int i = 0; i < nets.size(); i++)
//.........这里部分代码省略.........