本文整理汇总了C++中Player::AddGold方法的典型用法代码示例。如果您正苦于以下问题:C++ Player::AddGold方法的具体用法?C++ Player::AddGold怎么用?C++ Player::AddGold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Player
的用法示例。
在下文中一共展示了Player::AddGold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: main
int main()
{
Input input;
IrrlichtDevice *device = createDevice(video::EDT_DIRECT3D9, dimension2d<u32>(800, 600), 16, false, true, false, &input);
device->setWindowCaption(L"Seas of Gold");
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
E_DRIVER_TYPE driverType = driverChoiceConsole();
EffectHandler *effect = new EffectHandler(device, driver->getScreenSize(), false, true);
E_FILTER_TYPE filterType = (E_FILTER_TYPE)core::clamp<u32>((u32)3 - '1', 0, 4);
MapID currentMap;
int skyR = 30, skyG = 30, skyB = 70;
int timer = 0;
SColor sky = SColor(255, skyR, skyG, skyB);
float plPos_x = 0.0f, plPos_y = 0.0f, plPos_z = 0.0f;
bool updateCam = true;
bool menu1 = false;
int state = Main;
int frameCount = 0;
LoadMap loadMap;
Player player;
Interface playerInterface(driver);
ITriangleSelector* selector = 0;
ISceneNodeAnimator* anim = 0;
Vendor southVendor;
Vendor eastVendor;
Vendor northVendor;
//InitializeVendors(northVendor, southVendor, eastVendor, itemD);
//ItemDatabase* itemD = new ItemDatabase;
ItemDatabase itemD;
itemD.Initialize();
//initialize player's inventory
player.AddGold(1000);
player.getInventory()->addItem(itemD.getItem(bronzeOre), 50);
player.getInventory()->addItem(itemD.getItem(ironOre), 50);
player.getInventory()->addItem(itemD.getItem(goldOre), 50);
//initialize south vendor's inventory
southVendor.getInventory()->addItem(itemD.getItem(bronzeOre), 100);
southVendor.getInventory()->addItem(itemD.getItem(coalOre), 100);
southVendor.getInventory()->addItem(itemD.getItem(supplies), 1000);
//initialize north vendor's inventory
northVendor.getInventory()->addItem(itemD.getItem(obsidianOre), 50);
northVendor.getInventory()->addItem(itemD.getItem(supplies), 1000);
//initialize south vendor's inventory
eastVendor.getInventory()->addItem(itemD.getItem(goldOre), 100);
eastVendor.getInventory()->addItem(itemD.getItem(ironOre), 100);
eastVendor.getInventory()->addItem(itemD.getItem(supplies), 1000);
//Item item(0, "bronzeOre", "Sprites/ore_Bronze.png");
//Item item2 = item;
//Item* item2 = itemD.getItem(3);
//inventory.addItem(&item, 2);
//inventory.addItem(&item, 2);
//inventory.addItem(item2, 2);
//int test = 0;
// Load the map scene
//loadMap.Load(smgr, device, Map_Africa);
//loadMap.Load(smgr, device, Map_India);
//loadMap.Load(smgr, device, selector, plyrNode, anim, Map_England);
IAnimatedMeshSceneNode* plyrNode = player.loadPlayerNode(device, smgr);
//plyrNode->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(plyrNode->isDebugDataVisible() ^ scene::EDS_BBOX));
ICameraSceneNode* camera = smgr->addCameraSceneNode(0, plyrNode->getPosition() + vector3df(0, 2, 2), vector3df(0, 0, 100));
loadMap.Load(smgr, device, selector, plyrNode, anim, driver, Map_Africa);
currentMap = Map_Africa;
//loadMap.setCollisions(smgr, selector, plyrNode, anim);
if (loadMap.CollNode)
{
selector = smgr->createOctreeTriangleSelector(loadMap.CollNode->getMesh(), loadMap.CollNode, 32);
for (int i = 0; i < loadMap.CollNode->getMaterialCount(); i++)
{
loadMap.CollNode->getMaterial(i).NormalizeNormals = true;
}
loadMap.CollNode->setTriangleSelector(selector);
}
if (selector)
{
anim = smgr->createCollisionResponseAnimator(selector, plyrNode, vector3df(0.6f, 0.75f, 0.4f), core::vector3df(0.0f, -0.05f, 0.0f),
core::vector3df(0.0f, -0.725f, 0.0f));
plyrNode->addAnimator(anim);
}
ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();
////////////// The Sun ////////////
ILightSceneNode *sun_node;
SLight sun_data;
//.........这里部分代码省略.........