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C++ MapEntity::is_ground_modifier方法代码示例

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


在下文中一共展示了MapEntity::is_ground_modifier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: set_entity_layer

/**
 * \brief Changes the layer of an entity.
 *
 * Only some specific entities should change their layer.
 *
 * \param entity an entity
 * \param layer the new layer
 */
void MapEntities::set_entity_layer(MapEntity& entity, Layer layer) {

  Layer old_layer = entity.get_layer();

  if (layer != old_layer) {

    // update the obstacle list
    if (entity.can_be_obstacle() && !entity.has_layer_independent_collisions()) {
      obstacle_entities[old_layer].remove(&entity);
      obstacle_entities[layer].push_back(&entity);
    }

    // update the ground observers list
    if (entity.is_ground_observer()) {
      ground_observers[old_layer].remove(&entity);
      ground_observers[layer].push_back(&entity);
    }

    // update the ground modifiers list
    if (entity.is_ground_modifier()) {
      ground_modifiers[old_layer].remove(&entity);
      ground_modifiers[layer].push_back(&entity);
    }

    // update the sprites list
    if (entity.is_drawn_in_y_order()) {
      entities_drawn_y_order[old_layer].remove(&entity);
      entities_drawn_y_order[layer].push_back(&entity);
    }
    else if (entity.can_be_drawn()) {
      entities_drawn_first[old_layer].remove(&entity);
      entities_drawn_first[layer].push_back(&entity);
    }

    // update the entity after the lists because this function might be called again
    entity.set_layer(layer);
  }
}
开发者ID:ElAleyo,项目名称:solarus,代码行数:46,代码来源:MapEntities.cpp

示例2: remove_marked_entities

/**
 * \brief Removes and destroys the entities placed in the entities_to_remove list.
 */
void MapEntities::remove_marked_entities() {

  list<MapEntity*>::iterator it;

  // remove the marked entities
  for (it = entities_to_remove.begin();
       it != entities_to_remove.end();
       it++) {

    MapEntity* entity = *it;
    Layer layer = entity->get_layer();

    // remove it from the obstacle entities list if present
    if (entity->can_be_obstacle()) {

      if (entity->has_layer_independent_collisions()) {
        for (int i = 0; i < LAYER_NB; i++) {
          obstacle_entities[i].remove(entity);
        }
      }
      else {
        obstacle_entities[layer].remove(entity);
      }
    }

    // remove it from the detectors list if present
    if (entity->is_detector()) {
      detectors.remove(static_cast<Detector*>(entity));
    }

    // remove it from the ground obsevers list if present
    if (entity->is_ground_observer()) {
      ground_observers[layer].remove(entity);
    }

    // remove it from the ground modifiers list if present
    if (entity->is_ground_modifier()) {
      ground_modifiers[layer].remove(entity);
    }

    // remove it from the sprite entities list if present
    if (entity->is_drawn_in_y_order()) {
      entities_drawn_y_order[layer].remove(entity);
    }
    else if (entity->can_be_drawn()) {
      entities_drawn_first[layer].remove(entity);
    }

    // remove it from the whole list
    all_entities.remove(entity);
    const std::string& name = entity->get_name();
    if (!name.empty()) {
      named_entities.erase(name);
    }

    // update the specific entities lists
    switch (entity->get_type()) {

      case STAIRS:
        stairs[layer].remove(static_cast<Stairs*>(entity));
        break;

      case CRYSTAL_BLOCK:
        crystal_blocks[layer].remove(static_cast<CrystalBlock*>(entity));
        break;

      case SEPARATOR:
        separators.remove(static_cast<Separator*>(entity));
        break;

      case BOOMERANG:
        this->boomerang = NULL;
        break;

      default:
      break;
    }

    // destroy it
    destroy_entity(entity);
  }
  entities_to_remove.clear();
}
开发者ID:ElAleyo,项目名称:solarus,代码行数:86,代码来源:MapEntities.cpp


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