本文整理汇总了C++中MapEntity::display_on_map方法的典型用法代码示例。如果您正苦于以下问题:C++ MapEntity::display_on_map方法的具体用法?C++ MapEntity::display_on_map怎么用?C++ MapEntity::display_on_map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MapEntity
的用法示例。
在下文中一共展示了MapEntity::display_on_map方法的2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: display
/**
* @brief Displays the entities on the map surface.
*/
void MapEntities::display() {
for (int layer = 0; layer < LAYER_NB; layer++) {
// draw the animated tiles and the tiles that overlap them:
// in other words, draw all regions containing animated tiles
// (and maybe more, but we don't care because non-animated tiles
// will be displayed later)
for (unsigned int i = 0; i < tiles_in_animated_regions[layer].size(); i++) {
tiles_in_animated_regions[layer][i]->display_on_map();
}
// draw the non-animated tiles (with transparent rectangles on the regions of animated tiles
// since they are already drawn)
non_animated_tiles_surfaces[layer]->blit(map.get_camera_position(), map.get_visible_surface());
// draw the first sprites
list<MapEntity*>::iterator i;
for (i = entities_displayed_first[layer].begin();
i != entities_displayed_first[layer].end();
i++) {
MapEntity *entity = *i;
if (entity->is_enabled()) {
entity->display_on_map();
}
}
// draw the sprites displayed at the hero's level, in the order
// defined by their y position (including the hero)
for (i = entities_displayed_y_order[layer].begin();
i != entities_displayed_y_order[layer].end();
i++) {
MapEntity *entity = *i;
if (entity->is_enabled()) {
entity->display_on_map();
}
}
}
}
示例2: display
void MapEntities::display() {
tile_surfaces->display_region(map.get_camera_position(), map.get_visible_surface());
std::list<MapEntity*>::iterator it;
for(it = all_entities.begin(); it != all_entities.end(); it++) {
MapEntity* entity = *it;
if(!(entity)->is_removing()) {
entity->display_on_map();
}
}
this->hero.display_on_map();
}