本文整理汇总了C++中ParticleSystem::CreateBurst方法的典型用法代码示例。如果您正苦于以下问题:C++ ParticleSystem::CreateBurst方法的具体用法?C++ ParticleSystem::CreateBurst怎么用?C++ ParticleSystem::CreateBurst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ParticleSystem
的用法示例。
在下文中一共展示了ParticleSystem::CreateBurst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: resetEnemies
void EnemySystem::resetEnemies(SDL_Renderer* renderer, Player &player, ParticleSystem &pas)
{
pas.CreateBurst(player.getX(), player.getY(), 60, renderer);
player.getActive() = false;
player.resetSpeed();
shakeIntensity += 250;
spawnReset += (300 - spawnReset) / 4;
for (int x = 0; x < fEnemyList.size(); x++)
{
pas.CreateBurst(fEnemyList[x].getX(), fEnemyList[x].getY(), 25, renderer);
fEnemyList.erase(fEnemyList.begin() + x);
shakeIntensity += 10;
}
for (int x = 0; x < bEnemyList.size(); x++)
{
pas.CreateBurst(bEnemyList[x].getX(), bEnemyList[x].getY(), 25, renderer);
bEnemyList.erase(bEnemyList.begin() + x);
shakeIntensity += 10;
}
}
示例2: moveEnemies
//moves every enemy in the enemy lists;
//if the enemy is "inactive" (usually zero health)
//the enemy is taken out of the list
//and particles are created;
//touching players will destroy the player.
void EnemySystem::moveEnemies(ProjectileSystem &ps, Player &player, ParticleSystem &pas, SDL_Renderer *renderer)
{
for (int x = 0; x < fEnemyList.size(); x++)
{
if (fEnemyList[x].getStatus() == true)
{
fEnemyList[x].getDirection(player);
fEnemyList[x].move(player);
}
else
{
pas.CreateBurst(fEnemyList[x].getX(), fEnemyList[x].getY(), 25, renderer);
fEnemyList.erase(fEnemyList.begin() + x);
shakeIntensity += 25;
}
}
for (int x = 0; x < bEnemyList.size(); x++)
{
if (bEnemyList[x].getStatus() == true)
{
bEnemyList[x].move();
}
else
{
pas.CreateBurst(bEnemyList[x].getX(), bEnemyList[x].getY(), 25, renderer);
bEnemyList.erase(bEnemyList.begin() + x);
shakeIntensity += 25;
}
}
for (int x = 0; x < fEnemyList.size(); x++)
{
for (int y = 0; y < ps.getList().size(); y++)
{
//SDL built-in rectangle collision detection
if (SDL_HasIntersection(&fEnemyList[x].getCollisionBox(), &ps.getList()[y].getCollisionBox()) == SDL_TRUE)
{
fEnemyList[x].loseHealth(ps.getList()[y].getDamage());
ps.getList()[y].active = 0;
shakeIntensity += 5;
pas.CreateBurst(ps.getList()[y].getX(), ps.getList()[y].getY(), 3, renderer);
}
}
if (SDL_HasIntersection(&fEnemyList[x].getCollisionBox(), &player.getCollision()) == SDL_TRUE && player.getActive() == true)
{
//destroy player, destroy all enemies and increase enemy spawn timer
resetEnemies(renderer, player, pas);
}
}
for (int x = 0; x < bEnemyList.size(); x++)
{
for (int y = 0; y < ps.getList().size(); y++)
{
if (SDL_HasIntersection(&bEnemyList[x].getCollisionBox(), &ps.getList()[y].getCollisionBox()) == SDL_TRUE)
{
bEnemyList[x].loseHealth(ps.getList()[y].getDamage());
ps.getList()[y].active = 0;
shakeIntensity += 5;
pas.CreateBurst(ps.getList()[y].getX(), ps.getList()[y].getY(), 3, renderer);
}
}
if (SDL_HasIntersection(&bEnemyList[x].getCollisionBox(), &player.getCollision()) == SDL_TRUE && player.getActive() == true)
{
resetEnemies(renderer, player, pas);
}
}
reduceDelay--;
if (spawnReset > 40 && reduceDelay <= 0)
{
spawnReset -= 4;
reduceDelay = 150;
std::cout << spawnReset << std::endl;
}
}