本文整理汇总了C++中Ship::GetSprite方法的典型用法代码示例。如果您正苦于以下问题:C++ Ship::GetSprite方法的具体用法?C++ Ship::GetSprite怎么用?C++ Ship::GetSprite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Ship
的用法示例。
在下文中一共展示了Ship::GetSprite方法的4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: sprite
EscortDisplay::Icon::Icon(const Ship &ship, bool isHere)
: sprite(ship.GetSprite().GetSprite()),
isHere(isHere && !ship.IsDisabled()),
stackSize(1),
cost(ship.Cost()),
system((!isHere && ship.GetSystem()) ? ship.GetSystem()->Name() : ""),
low{ship.Shields(), ship.Hull(), ship.Energy(), ship.Heat(), ship.Fuel()},
high(low)
{
}
示例2: CheckCollision
// Check if this projectile collides with the given step, with the animation
// frame for the given step.
double Projectile::CheckCollision(const Ship &ship, int step) const
{
const Mask &mask = ship.GetSprite().GetMask(step);
Point offset = position - ship.Position();
double radius = weapon->TriggerRadius();
if(radius > 0. && mask.WithinRange(offset, angle, radius))
return 0.;
return mask.Collide(offset, velocity, ship.Facing());
}
示例3: DrawShip
void ShopPanel::DrawShip(const Ship &ship, const Point ¢er, bool isSelected) const
{
const Sprite *sprite = ship.GetSprite().GetSprite();
const Sprite *back = SpriteSet::Get(
isSelected ? "ui/shipyard selected" : "ui/shipyard unselected");
SpriteShader::Draw(back, center);
// Make sure the ship sprite leaves 10 pixels padding all around.
float zoomSize = SHIP_SIZE - 60.f;
// Draw the ship name.
const string &name = ship.Name().empty() ? ship.ModelName() : ship.Name();
const Font &font = FontSet::Get(14);
Point offset(-.5f * font.Width(name), -.5f * SHIP_SIZE + 10.f);
font.Draw(name, center + offset, *GameData::Colors().Get("bright"));
float zoom = min(1.f, zoomSize / max(sprite->Width(), sprite->Height()));
int swizzle = GameData::PlayerGovernment()->GetSwizzle();
SpriteShader::Draw(sprite, center, zoom, swizzle);
}
示例4: InBlastRadius
// Check if the given ship is within this projectile's blast radius. (The
// projectile will not explode unless it is also within the trigger radius.)
bool Projectile::InBlastRadius(const Ship &ship, int step) const
{
const Mask &mask = ship.GetSprite().GetMask(step);
return mask.WithinRange(position - ship.Position(), ship.Facing(), weapon->BlastRadius());
}