本文整理汇总了C++中LocalPlayer::getShot方法的典型用法代码示例。如果您正苦于以下问题:C++ LocalPlayer::getShot方法的具体用法?C++ LocalPlayer::getShot怎么用?C++ LocalPlayer::getShot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LocalPlayer
的用法示例。
在下文中一共展示了LocalPlayer::getShot方法的1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: if
//.........这里部分代码省略.........
// get size of pixel in model space (assumes radar is square)
ps = 2.0f * range / GLfloat(w);
// relative to my tank
const LocalPlayer* myTank = LocalPlayer::getMyTank();
const float* pos = myTank->getPosition();
float angle = myTank->getAngle();
// draw the view angle blewow stuff
// view frustum edges
glColor3f(1.0f, 0.625f, 0.125f);
const float fovx = renderer.getViewFrustum().getFOVx();
const float viewWidth = range * tanf(0.5f * fovx);
glBegin(GL_LINE_STRIP);
glVertex2f(-viewWidth, range);
glVertex2f(0.0f, 0.0f);
glVertex2f(viewWidth, range);
glEnd();
glPushMatrix();
glRotatef(90.0f - angle * 180.0f / M_PI, 0.0f, 0.0f, 1.0f);
glPushMatrix();
glTranslatef(-pos[0], -pos[1], 0.0f);
// Redraw buildings
makeList( renderer);
// draw my shots
int maxShots = world.getMaxShots();
int i;
float muzzleHeight = BZDB.eval(StateDatabase::BZDB_MUZZLEHEIGHT);
for (i = 0; i < maxShots; i++)
{
const ShotPath* shot = myTank->getShot(i);
if (shot)
{
const float cs = colorScale(shot->getPosition()[2], muzzleHeight, BZDBCache::enhancedRadar);
glColor3f(1.0f * cs, 1.0f * cs, 1.0f * cs);
shot->radarRender();
}
}
//draw world weapon shots
WorldPlayer *worldWeapons = World::getWorld()->getWorldWeapons();
maxShots = worldWeapons->getMaxShots();
for (i = 0; i < maxShots; i++)
{
const ShotPath* shot = worldWeapons->getShot(i);
if (shot)
{
const float cs = colorScale(shot->getPosition()[2], muzzleHeight, BZDBCache::enhancedRadar);
glColor3f(1.0f * cs, 1.0f * cs, 1.0f * cs);
shot->radarRender();
}
}
// draw other tanks (and any flags on them)
// note about flag drawing. each line segment is drawn twice
// (once in each direction); this degrades the antialiasing
// but on systems that don't do correct filtering of endpoints
// not doing it makes (half) the endpoints jump wildly.
const int curMaxPlayers = world.getCurMaxPlayers();
for (i = 0; i < curMaxPlayers; i++) {
RemotePlayer* player = world.getPlayer(i);
if (!player || !player->isAlive() || ((player->getFlag() == Flags::Stealth) &&