本文整理汇总了C++中Snake::add_element方法的典型用法代码示例。如果您正苦于以下问题:C++ Snake::add_element方法的具体用法?C++ Snake::add_element怎么用?C++ Snake::add_element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Snake
的用法示例。
在下文中一共展示了Snake::add_element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(int argc, char **argv)
{
std::cout << "Starting SNAKE 2.0" << std::endl;
srand (time(NULL));
graphics::init_shadowmap_rotation_matrices();
graphics::set_window_title(WINDOW_TITLE);
graphics::set_window_size(WINDOW_WIDTH, WINDOW_HEIGHT);
graphics::init_sdl();
if(graphics::init_gl() == -1)
{
graphics::destroy();
return -1;
}
graphics::Light light, light2;
light.position = math::vec3f(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2, -0.2f);
light2.position = math::vec3f(WINDOW_WIDTH / 2 + 200, WINDOW_HEIGHT / 2 - 200, -0.2f);
light.color = math::vec3f(0.0f, 1.0f, 1.0f);
light2.color = math::vec3f(1.0f, 0.2f, 0.5f);
light.range = 3;
light2.range = 3;
graphics::add_light(&light, 1);
graphics::add_light(&light2, 1);
io::init();
io::add_keyhandler(key_handler);
fps_timer.start();
Map map("levels/1/maps/1.map");
Map map2("levels/1/maps/2.map");
while(!map.set_food_tile(rand() % (map.get_width() - 1), rand() % (map.get_height() - 1), 1)) {};
game.add_map(&map, 1);
game.add_map(&map2, 0);
portal1.mapx = 13;
portal1.mapy = 5;
portal2.mapx = 32;
portal2.mapy = 17;
portal1.parent_map = ↦
portal2.parent_map = &map2;
printf("&map2: %p\n", &map2);
//map.add_portals(portal1, portal2, 0);
//map2.add_portals(portal1, portal2, 0);
snake.add_element();
game.add_snake(&snake, 1);
game.init();
light_timer.start();
bool quit = false;
while(!quit)
{
cap_timer.start();
while(SDL_PollEvent(&sdl_event) != 0)
{
io::keyboard_update(sdl_event);
if(sdl_event.type == SDL_QUIT)
{
quit = true;
}
}
int fps_ticks = fps_timer.get_ticks();
float avg_fps = counted_frames / (fps_ticks / 1000.f);
if(avg_fps > 2000000) avg_fps = 0;
// std::cout << "fps: " << avg_fps << std::endl;
if(!quit)
{
graphics::clear();
quit = !game.update();
// std::cout << "updated!" << std::endl;
game.render();
// std::cout << "rendered" << std::endl;
graphics::render();
// std::cout << "flipped" << std::endl;
}
++counted_frames;
int frame_ticks = cap_timer.get_ticks();
if(frame_ticks < TICKS_PER_FRAME)
{
SDL_Delay(TICKS_PER_FRAME - frame_ticks);
//.........这里部分代码省略.........