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C++ Loader::loadTexture方法代码示例

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


在下文中一共展示了Loader::loadTexture方法的5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:

//Initialize the player.
Player::Player() {
	Loader loader;
	this->tex = loader.loadTexture("assets/pics/player.png");
	this->setTexture(tex);

	this->setTextureRect(sf::IntRect(0, 0, 170, 222));
	this->setOrigin(this->getLocalBounds().width / 2, this->getLocalBounds().height / 2);
	this->setScale(sf::Vector2f(0.3, 0.3));
	
	this->shieldTex = loader.loadTexture("assets/pics/shield.png");
	this->shieldTex.setSmooth(true);
	this->shield.setTexture(shieldTex);
	this->shield.setScale(sf::Vector2f(1.5, 1.5));

	this->spawnPoint = sf::Vector2f(400, 500);
	this->setPosition(sf::Vector2f(spawnPoint));
	this->health = 100;
	this->damage = 10;
	this->ammoDescription = "Red Rays of Happiness";
	this->shieldCharge = 200;
	this->isShielded = false;
	this->setRotation(0);
	this->acceleration = .2f;
	this->maxVelocity = 5.f;
	this->velocity = sf::Vector2f(0, 0);
	this->alive = true;
	this->isDying = false;
	this->pointMultiplier = 1;
	this->rateOfFire = 0.2;
	this->frameCount = 0;
}
开发者ID:Crowmoore,项目名称:T.E.A.R,代码行数:32,代码来源:Player.cpp

示例2:

//Constructor takes in the texture path and an id for the Power-Up.
Powerups::Powerups(string path, string id) {	
	Loader loader;
	this->setRadius(20);
	this->tex = loader.loadTexture(path);
	this->tex.setSmooth(true);
	this->setTexture(&tex);
	this->id = id;
}
开发者ID:Crowmoore,项目名称:T.E.A.R,代码行数:9,代码来源:Powerups.cpp

示例3:

Water::Water(float x, float height, float z, glm::vec3 scale, Loader &loader, DisplayManager *display)
{
	this->display = display;
	modelMatrix = MyMaths::createTransformationmatrix(glm::vec3(x, height, z), 0, 0, 0,
		scale);
	this->x = x;
	this->z = z;
	this->height = height;
	this->scale = scale;
	reflectionBuffer.createFrameBuffer(1024, 1024);
	reflectionBuffer.createTextureAttachment();
	reflectionBuffer.createDepthBufferAttachment();

	refractionBuffer.createFrameBuffer(1024, 1024);
	refractionBuffer.createTextureAttachment();
	refractionBuffer.createWaterDepthTextureAttachment();
	dudvID = loader.loadTexture("./res/waterDUDV.png");
	normalMap  = loader.loadTexture("./res/matchingNormalMap.png");
}
开发者ID:EppuHeilimo,项目名称:GameEngine,代码行数:19,代码来源:Water.cpp

示例4:

//Constructor. Only takes in the spawn position and initializes the Marauder.
Marauder::Marauder(sf::Vector2f spawn) {
	Loader loader;
	this->tex = loader.loadTexture("assets/pics/marauder.png");
	this->setTexture(tex);
	
	this->setTextureRect(sf::IntRect(0, 0, 162, 234));
	this->setOrigin(this->getLocalBounds().width / 2, this->getLocalBounds().height / 2);
	this->setScale(sf::Vector2f(0.7, 0.7));
	this->setPosition(spawn);
	this->setRotation(0);
	this->damage = 20;
	this->score = 40;
	this->health = 120;
	this->velocity = sf::Vector2f(1.5, 1.5);
	this->frameCount = 0;
}
开发者ID:Crowmoore,项目名称:T.E.A.R,代码行数:17,代码来源:Marauder.cpp

示例5: WinMain

int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)
{




#pragma region win_set


    WNDCLASSEX wc;

    ZeroMemory(&wc, sizeof(WNDCLASSEX));

    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.lpszClassName = "WindowClass";

    RegisterClassEx(&wc);

    RECT wr = {0, 0, SW, SH};
    AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);

    hWnd = CreateWindowEx(NULL,
                          "WindowClass",
                          "DirextX",
                          WS_DLGFRAME,
                          300,
                          300,
                          wr.right - wr.left,
                          wr.bottom - wr.top,
                          NULL,
                          NULL,
                          hInstance,
                          NULL);

    ShowWindow(hWnd, nCmdShow);

	#pragma endregion Window_Setup


	

	//spawn a console window,useful for debugging ect
	AllocConsole() ;
    AttachConsole( GetCurrentProcessId() ) ;
	freopen("CONIN$", "r", stdin); 
	freopen("CONOUT$", "w", stdout); 
	freopen("CONOUT$", "w", stderr); 

	



////////////////////////////////////////////////////

////////////////////////////////////////////////////
	/*
	Comm * NewComm = new Comm;
	
	NewComm->setup();
	
	NewComm->RECIVE();

	*/


	//setup object
	DxSetup * DX = new DxSetup;

	DX->InitD3D();
	DX->InitPipeline();
	

	Loader *load = new Loader;

	load->loadTexture("Kan.png");
	//load->InitLoad("AssetList.txt");
	load->LoadObj("cube.obj");
	load->LoadObj("spit.obj");
	load->LoadObj("box.obj");
	



	//camera obj
	Cam * CamOverView = new Cam;
	MlistTest.push_back(CamOverView);

	//set inittal Camrea postion
	cX = 0.0f;
	cY = 0.0f;
	cZ = -50.0f;

	
	MSG msg;

	devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.1f, 0.1f, 0.1f, 1.0f));
//.........这里部分代码省略.........
开发者ID:DaiCodeOtaku,项目名称:DirectX,代码行数:101,代码来源:Main.cpp


注:本文中的Loader::loadTexture方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。