本文整理汇总了C++中Road::getNoOfElements方法的典型用法代码示例。如果您正苦于以下问题:C++ Road::getNoOfElements方法的具体用法?C++ Road::getNoOfElements怎么用?C++ Road::getNoOfElements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Road
的用法示例。
在下文中一共展示了Road::getNoOfElements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: init
//functia care permite adaugarea de obiecte
void DrawingWindow::init()
{
srand(time(NULL));
glutFullScreen();
v2d1 = new Visual2D(-WINDOW_X,-WINDOW_Y,WINDOW_X, WINDOW_Y, 0, 0,DrawingWindow::width,DrawingWindow::height);
v2d1->tipTran(true);
addVisual2D(v2d1);
// initializari pentru afisaj: scor, vieti, distanta parcursa:
sDistance = "Distance: ";
sLives = "Lives: ";
sScore = "Score: 0";
sTime = "Time: ";
sLives.append(to_string(car.getLives()));
tDistance = new Text(sDistance, Point2D(-1200,700), Color(1, 1, 1), BITMAP_TIMES_ROMAN_24);
tLives = new Text(sLives, Point2D(-1200, 650), Color(1, 1, 1), BITMAP_TIMES_ROMAN_24);
tScore = new Text(sScore, Point2D(900, 700), Color(1, 1, 1), BITMAP_TIMES_ROMAN_24);
tTime = new Text(sTime, Point2D(900, 650), Color(1, 1, 1), BITMAP_TIMES_ROMAN_24);
tGameOver = new Text("", Point2D(0, 650), Color(1, 1, 1), BITMAP_TIMES_ROMAN_24);
tSpeedBonus = new Text("", Point2D(0, 650), Color(1, 1, 1), BITMAP_TIMES_ROMAN_24);
addText_to_Visual2D(tDistance, v2d1);
addText_to_Visual2D(tLives, v2d1);
addText_to_Visual2D(tScore, v2d1);
addText_to_Visual2D(tTime, v2d1);
addText_to_Visual2D(tGameOver, v2d1);
addText_to_Visual2D(tSpeedBonus, v2d1);
// adaugare masina in teren:
for (unsigned int i = 0; i < car.getNoOfElements(); i++) {
addObject3D_to_Visual2D(car.getElement(i),v2d1);
car.setPosition(Point3D(0,0,200));
}
// adaugare inamic1
for (int j = 0; j < 4; j++) {
enemies.push_back(new Enemy1());
}
for (int j = 0; j < enemies.size(); j++) {
for (unsigned int i = 0; i < enemies[j]->getNoOfElements(); i++) {
addObject3D_to_Visual2D(enemies[j]->getElement(i),v2d1);
}
// plasez inamicii in afara campului vizual
enemies[j]->setPosition(Point3D(0,0,800));
enemies[j]->dontShow();
}
// adaugare inamic2
for (int j = 0; j < 4; j++) {
enemies.push_back(new Enemy2());
}
for (int j = 0; j < enemies.size(); j++) {
for (unsigned int i = 0; i < enemies[j]->getNoOfElements(); i++) {
addObject3D_to_Visual2D(enemies[j]->getElement(i),v2d1);
}
// plasez inamicii in afara campului vizual
enemies[j]->setPosition(Point3D(0,0,800));
Transform3D::loadIdentityModelMatrix();
Transform3D::translateMatrix(0,0,800);
Transform3D::applyTransform(enemies[j]->getElement(0));
enemies[j]->dontShow();
}
// adaugare inamic3
for (int j = 0; j < 1; j++) {
enemies.push_back(new Enemy3());
}
for (int j = 0; j < enemies.size(); j++) {
for (unsigned int i = 0; i < enemies[j]->getNoOfElements(); i++) {
addObject3D_to_Visual2D(enemies[j]->getElement(i),v2d1);
}
// plasez inamicii in afara campului vizual
enemies[j]->setPosition(Point3D(0,0,800));
Transform3D::loadIdentityModelMatrix();
Transform3D::translateMatrix(0,0,800);
Transform3D::applyTransform(enemies[j]->getElement(0));
enemies[j]->dontShow();
}
// adaugare inamic4
for (int j = 0; j < 3; j++) {
enemies.push_back(new Enemy4());
}
for (int j = 0; j < enemies.size(); j++) {
for (unsigned int i = 0; i < enemies[j]->getNoOfElements(); i++) {
addObject3D_to_Visual2D(enemies[j]->getElement(i),v2d1);
}
// plasez inamicii in afara campului vizual
enemies[j]->setPosition(Point3D(0,0,800));
Transform3D::loadIdentityModelMatrix();
Transform3D::translateMatrix(0,0,800);
Transform3D::applyTransform(enemies[j]->getElement(0));
enemies[j]->dontShow();
}
// adaugare shield
for (int j = 0; j < 1; j++) {
enemies.push_back(new Shield());
//.........这里部分代码省略.........
示例2: onIdle
//functia care permite animatia
void DrawingWindow::onIdle()
{
if (gameOver == false) {
float oldSpeed = car.getSpeed(), newSpeed;
newSpeed = oldSpeed - 0.025;
if (newSpeed > 0) {
oldSpeed = newSpeed;
}
car.setSpeed (oldSpeed);
// Apasare taste:
if (specialKeyStates[KEY_UP]) {
float oldSpeed = car.getSpeed(), newSpeed;
newSpeed = oldSpeed + 0.15;
cout << car.getTopSpeed() << endl;
if (newSpeed <= car.getTopSpeed()) {
oldSpeed = newSpeed;
}
car.setSpeed (oldSpeed);
}
if (specialKeyStates[KEY_DOWN]) {
float oldSpeed = car.getSpeed(), newSpeed;
newSpeed = oldSpeed - 0.2;
if (newSpeed >= 0) {
oldSpeed = newSpeed;
} else {
oldSpeed = 0;
}
car.setSpeed (oldSpeed);
}
if (specialKeyStates[KEY_LEFT]) {
float newPosX = car.getPosX() - car.getSpeed();
// verific sa nu iasa de pe drum!
if (newPosX - car.getWidth() > drum.getMinX()) {
car.setPosX(newPosX);
}
}
if (specialKeyStates[KEY_RIGHT]) {
float newPosX = car.getPosX() + car.getSpeed();
// verific sa nu iasa de pe drum!
if (newPosX + car.getWidth() < drum.getMaxX()) {
car.setPosX(newPosX);
}
}
// pentru schimbare perspectiva
if (keyStates['a']) {
xc += pasTaste;
}
if (keyStates['s']) {
yc += pasTaste;
}
if (keyStates['d']) {
zc += pasTaste;
}
if (keyStates['z']) {
xc -= pasTaste;
}
if (keyStates['x']) {
yc -= pasTaste;
}
if (keyStates['c']) {
zc -= pasTaste;
}
// pentru rotatie masina
if (keyStates['q']) {
float oldAngle = car.getAngle();
car.setAngle(oldAngle - 0.05);
}
if (keyStates['e']) {
float oldAngle = car.getAngle();
car.setAngle(oldAngle + 0.05);
}
// Afisare drum
Transform3D::loadIdentityModelMatrix();
Transform3D::loadIdentityProjectionMatrix();
Transform3D::perspectiveProjectionMatrix(xc, yc, 400);
for (unsigned int i = 0; i < drum.getNoOfElements(); i++) {
Transform3D::applyTransform(drum.getElement(i));
}
// Animatie benzi intermitente
for (unsigned int j = 0; j < strips.size(); j++) {
// calculez noua pozitie
float px, py, pz;
px = strips[j].getPosition().x;
py = strips[j].getPosition().y;
pz = strips[j].getPosition().z;
if (pz > 330) {
pz = -970;
} else {
pz += car.getSpeed();
}
Point3D newPos(px, py, pz);
strips[j].setPosition(newPos);
Transform3D::loadIdentityModelMatrix();
Transform3D::translateMatrix(px, py, pz);
//.........这里部分代码省略.........