本文整理汇总了C++中SpriteSheet::init方法的典型用法代码示例。如果您正苦于以下问题:C++ SpriteSheet::init方法的具体用法?C++ SpriteSheet::init怎么用?C++ SpriteSheet::init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SpriteSheet
的用法示例。
在下文中一共展示了SpriteSheet::init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: setup
void TextTestApp::setup()
{
hideBackground = false;
activeUserPresent = false;
// SET UP BLUR STUFF
// setup our scene Fbo
mFboScene = gl::Fbo( getWindowWidth(), getWindowHeight() );
// setup our blur Fbo's, smaller ones will generate a bigger blur
mFboBlur1 = gl::Fbo(getWindowWidth()/8, getWindowHeight()/8);
mFboBlur2 = gl::Fbo(getWindowWidth()/8, getWindowHeight()/8);
OutlineParams::getInstance()->init();
// load and compile the shaders
try {
mShaderBlur = gl::GlslProg(
loadFile("../shaders/blur_vert.glsl"),
loadFile("../shaders/blur_frag.glsl"));
} catch(...) {
console() << "Can't load/compile blur shader" << endl;
quit();
}
try {
mShaderPhong = gl::GlslProg(
loadFile("../shaders/phong_vert.glsl"),
loadFile("../shaders/phong_frag.glsl"));
} catch(...) {
console() << "Can't load/compile phong shader" << endl;
quit();
}
mTransform.setToIdentity();
gestureTracker = GestureTracker::getInstance();
gl::Texture::Format format;
format.enableMipmapping(true);
mCamera.setEyePoint( Vec3f(2.5f, 5.0f, 5.0f) );
mCamera.setCenterOfInterestPoint( Vec3f(0.0f, 2.0f, 0.0f) );
mCamera.setPerspective( 60.0f, getWindowAspectRatio(), 1.0f, 1000.0f );
for (int i=0; i<40; i++)
{
CinderClip cinderClip = CinderClip();
cinderClip.x = -200;
cinderClip.y = -200;
repelClips.push_back(cinderClip);
////
// TweenParticle userParticle = TweenParticle(cinderClip.x, cinderClip.y,10,true);
//userParticles.push_back(userParticle);
}
mbackground.setup();
mbackground.setRepelClips( repelClips ); // I KNOW THEY ON SCREEN
//load store config
cinder::XmlTree configXml(ci::app::loadAsset( "shopconfig.xml" ) );
ShopConfig::getInstance()->parseConfig(configXml);
ci::gl::Texture bubbleManWaveTexture = cinder::loadImage(ci::app::loadResource(BUBBLEMAN_WAVE));
mBubbleManWave = new SpriteSheet();
mBubbleManWave->init(bubbleManWaveTexture, "./spritesheetdata/bubbleman_wave.xml", SpriteSheet::FORMAT_TEXTUREPACKER_GENERIC_XML);
ci::gl::Texture bubbleManRunTexture = cinder::loadImage(ci::app::loadResource(BUBBLEMAN_RUN));
mBubbleManRun = new SpriteSheet();
mBubbleManRun->init(bubbleManRunTexture, "./spritesheetdata/bubbleman_run.xml", SpriteSheet::FORMAT_TEXTUREPACKER_GENERIC_XML);
TextureGlobals::getInstance()->setSpriteSheet(mBubbleManRun,TextureGlobals::SPRITE_BUBBLEMAN_RUN);
TextureGlobals::getInstance()->setSpriteSheet(mBubbleManWave,TextureGlobals::SPRITE_BUBBLEMAN_WAVE);
gl::Texture particleTexture0 = loadImage(loadAsset( "ParticleFullON.png" ) );
TextureGlobals::getInstance()->setParticleTexture(particleTexture0,0);
gl::Texture particleTexture1 = loadImage(loadAsset( "ParticlePatial01.png" ) );
TextureGlobals::getInstance()->setParticleTexture(particleTexture1,1);
gl::Texture particleTexture2 = loadImage(loadAsset( "ParticlePatial02.png" ) );
TextureGlobals::getInstance()->setParticleTexture(particleTexture2,2);
gl::Texture particleTexture3 = loadImage(loadAsset( "ParticlePatial03.png" ) );
TextureGlobals::getInstance()->setParticleTexture(particleTexture3,3);
gl::Texture particleTexture4 = loadImage(loadAsset( "ParticlePatial04.png" ) );
TextureGlobals::getInstance()->setParticleTexture(particleTexture4,4);
gl::Texture particleTexture5 = loadImage(loadAsset( "ParticlePatial05.png" ) );
TextureGlobals::getInstance()->setParticleTexture(particleTexture5,5);
gl::Texture particleTexture6 = loadImage(loadAsset( "background-particle.png" ) );
TextureGlobals::getInstance()->setParticleTexture(particleTexture6,6);
gl::Texture particleTexture7 = loadImage(loadAsset( "ParticleFullONYellow.png" ) );
TextureGlobals::getInstance()->setParticleTexture(particleTexture6,7);
//.........这里部分代码省略.........