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C++ PlayerInfo::IsLoaded方法代码示例

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


在下文中一共展示了PlayerInfo::IsLoaded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: player

Engine::Engine(PlayerInfo &player)
	: player(player),
	calcTickTock(false), drawTickTock(false), terminate(false), step(0),
	flash(0.), doFlash(false), wasLeavingHyperspace(false),
	load(0.), loadCount(0), loadSum(0.)
{
	// Start the thread for doing calculations.
	calcThread = thread(&Engine::ThreadEntryPoint, this);
	
	if(!player.IsLoaded() || !player.GetSystem())
		return;
	
	// Preload any landscapes for this system.
	for(const StellarObject &object : player.GetSystem()->Objects())
		if(object.GetPlanet())
			GameData::Preload(object.GetPlanet()->Landscape());
	
	// Now we know the player's current position. Draw the planets.
	Point center;
	if(player.GetPlanet())
	{
		for(const StellarObject &object : player.GetSystem()->Objects())
			if(object.GetPlanet() == player.GetPlanet())
				center = object.Position();
	}
	for(const StellarObject &object : player.GetSystem()->Objects())
		if(!object.GetSprite().IsEmpty())
		{
			Point position = object.Position();
			Point unit = object.Unit();
			position -= center;
			
			int type = object.IsStar() ? Radar::SPECIAL :
				!object.GetPlanet() ? Radar::INACTIVE :
				object.GetPlanet()->IsWormhole() ? Radar::ANOMALOUS :
				GameData::GetPolitics().HasDominated(object.GetPlanet()) ? Radar::PLAYER :
				object.GetPlanet()->CanLand() ? Radar::FRIENDLY : Radar::HOSTILE;
			double r = max(2., object.Radius() * .03 + .5);
			
			draw[calcTickTock].Add(object.GetSprite(), position, unit);
			radar[calcTickTock].Add(type, position, r, r - 1.);
		}
	
	// Add all neighboring systems to the radar.
	const Ship *flagship = player.Flagship();
	const System *targetSystem = flagship ? flagship->GetTargetSystem() : nullptr;
	const vector<const System *> &links = (flagship && flagship->Attributes().Get("jump drive")) ?
		player.GetSystem()->Neighbors() : player.GetSystem()->Links();
	for(const System *system : links)
		radar[calcTickTock].AddPointer(
			(system == targetSystem) ? Radar::SPECIAL : Radar::INACTIVE,
			system->Position() - player.GetSystem()->Position());
}
开发者ID:Plague78,项目名称:endless-sky,代码行数:53,代码来源:Engine.cpp

示例2: player

Engine::Engine(PlayerInfo &player)
	: player(player)
{
	// Start the thread for doing calculations.
	calcThread = thread(&Engine::ThreadEntryPoint, this);
	
	if(!player.IsLoaded() || !player.GetSystem())
		return;
	
	// Preload any landscapes for this system.
	for(const StellarObject &object : player.GetSystem()->Objects())
		if(object.GetPlanet())
			GameData::Preload(object.GetPlanet()->Landscape());
	
	// Figure out what planet the player is landed on, if any.
	const StellarObject *object = player.GetStellarObject();
	if(object)
		center = object->Position();
	
	// Now we know the player's current position. Draw the planets.
	draw[calcTickTock].SetCenter(center);
	radar[calcTickTock].SetCenter(center);
	for(const StellarObject &object : player.GetSystem()->Objects())
		if(object.HasSprite())
		{
			draw[calcTickTock].Add(object);
			
			double r = max(2., object.Radius() * .03 + .5);
			radar[calcTickTock].Add(RadarType(object), object.Position(), r, r - 1.);
		}
	
	// Add all neighboring systems to the radar.
	const Ship *flagship = player.Flagship();
	const System *targetSystem = flagship ? flagship->GetTargetSystem() : nullptr;
	const vector<const System *> &links = (flagship && flagship->Attributes().Get("jump drive")) ?
		player.GetSystem()->Neighbors() : player.GetSystem()->Links();
	for(const System *system : links)
		radar[calcTickTock].AddPointer(
			(system == targetSystem) ? Radar::SPECIAL : Radar::INACTIVE,
			system->Position() - player.GetSystem()->Position());
}
开发者ID:EndlessBureaucracy,项目名称:endless-bureaucracy,代码行数:41,代码来源:Engine.cpp


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