本文整理汇总了C++中PlayerObject::GetName方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerObject::GetName方法的具体用法?C++ PlayerObject::GetName怎么用?C++ PlayerObject::GetName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PlayerObject
的用法示例。
在下文中一共展示了PlayerObject::GetName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: Update
//-----------------------------------------------------------------------------
// Update the game state.
//-----------------------------------------------------------------------------
void Game::Update( float elapsed )
{
// Allow the player to respawn by pressing the R key.
/*if( g_engine->GetInput()->GetKeyPress( DIK_R ) == true )
{
m_playerManager->GetLocalPlayer()->SetEnabled( false );
m_playerManager->SpawnLocalPlayer();
}*/
// Update the bullet manager before the player manager. This will prevent
// bullets that are fired this frame from being processed this frame.
m_bulletManager->Update( elapsed );
// Update the player manager.
m_playerManager->Update( elapsed );
// Check if the user is holding down the tab key.
if( g_engine->GetInput()->GetKeyPress( DIK_TAB, true ) == true )
{
// Build the score board text.
sprintf( m_scoreBoardNames, "PLAYER\n" );
sprintf( m_scoreBoardFrags, "FRAGS\n" );
sprintf( m_scoreBoardDeaths, "DEATHS\n" );
// Add each player's details to the score board.
PlayerObject *player = m_playerManager->GetNextPlayer( true );
while( player != NULL )
{
strcat( m_scoreBoardNames, player->GetName() );
strcat( m_scoreBoardNames, "\n" );
sprintf( m_scoreBoardFrags, "%s%d", m_scoreBoardFrags, player->GetFrags() );
strcat( m_scoreBoardFrags, "\n" );
sprintf( m_scoreBoardDeaths, "%s%d", m_scoreBoardDeaths, player->GetDeaths() );
strcat( m_scoreBoardDeaths, "\n" );
player = m_playerManager->GetNextPlayer();
}
}
// Check if the user wants to exit back to the menu.
if( g_engine->GetInput()->GetKeyPress( DIK_ESCAPE ) )
{
SFProtobufPacket<SFPacketStore::LeaveRoom> leaveRoom(CGSF::LeaveRoom);
leaveRoom.SetSerial(g_engine->GetLocalID());
g_pCasualGameManager->GetNetwork()->TCPSend(&leaveRoom);
}
g_pCasualGameManager->Update();
}
示例2: Update
//-----------------------------------------------------------------------------
// Update the game state.
//-----------------------------------------------------------------------------
void Game::Update( float elapsed )
{
// Allow the player to respawn by pressing the R key.
if( Engine::GetInstance()->GetInput()->GetKeyPress( DIK_R ) == true )
{
m_playerManager->GetLocalPlayer()->SetEnabled( false );
m_playerManager->SpawnLocalPlayer();
}
// Update the bullet manager before the player manager. This will prevent
// bullets that are fired this frame from being processed this frame.
m_bulletManager->Update( elapsed );
// Update the player manager.
m_playerManager->Update( elapsed );
// Check if the user is holding down the tab key.
if( Engine::GetInstance()->GetInput()->GetKeyPress( DIK_TAB, true ) == true )
{
// Build the score board text.
sprintf( m_scoreBoardNames, "PLAYER\n" );
sprintf( m_scoreBoardFrags, "FRAGS\n" );
sprintf( m_scoreBoardDeaths, "DEATHS\n" );
// Add each player's details to the score board.
PlayerObject *player = m_playerManager->GetNextPlayer( true );
while( player != NULL )
{
strcat( m_scoreBoardNames, player->GetName() );
strcat( m_scoreBoardNames, "\n" );
sprintf( m_scoreBoardFrags, "%s%d", m_scoreBoardFrags, player->GetFrags() );
strcat( m_scoreBoardFrags, "\n" );
sprintf( m_scoreBoardDeaths, "%s%d", m_scoreBoardDeaths, player->GetDeaths() );
strcat( m_scoreBoardDeaths, "\n" );
player = m_playerManager->GetNextPlayer();
}
}
// Check if the user wants to exit back to the menu.
if( Engine::GetInstance()->GetInput()->GetKeyPress( DIK_ESCAPE ) )
Engine::GetInstance()->ChangeState( STATE_MENU );
}