本文整理汇总了C++中StaticANIObject::hide方法的典型用法代码示例。如果您正苦于以下问题:C++ StaticANIObject::hide方法的具体用法?C++ StaticANIObject::hide怎么用?C++ StaticANIObject::hide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StaticANIObject
的用法示例。
在下文中一共展示了StaticANIObject::hide方法的5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: scene15_initScene
void scene15_initScene(Scene *sc) {
g_vars->scene15_chantingCountdown = 0;
StaticANIObject *grandma = sc->getStaticANIObject1ById(ANI_GRANDMA_ASS, -1);
Scene *oldsc = g_fp->_currentScene;
g_fp->_currentScene = sc;
int grandmaState = g_fp->getObjectState(sO_Grandma);
if (grandmaState == g_fp->getObjectEnumState(sO_Grandma, sO_In_15)) {
grandma->changeStatics2(ST_GMS_BOOT);
grandma->setOXY(97, 399);
g_fp->setObjectState(sO_LeftPipe_15, g_fp->getObjectEnumState(sO_LeftPipe_15, sO_IsClosed));
} else if (grandmaState == g_fp->getObjectEnumState(sO_Grandma, sO_In_15_1)) {
grandma->changeStatics2(ST_GMS_BOOT);
grandma->setOXY(86, 399);
g_fp->setObjectState(sO_LeftPipe_15, g_fp->getObjectEnumState(sO_LeftPipe_15, sO_IsClosed));
} else if (grandmaState == g_fp->getObjectEnumState(sO_Grandma, sO_In_15_2)) {
grandma->changeStatics2(ST_GMS_BOOT);
grandma->setOXY(71, 399);
g_fp->setObjectState(sO_LeftPipe_15, g_fp->getObjectEnumState(sO_LeftPipe_15, sO_IsClosed));
} else if (grandmaState == g_fp->getObjectEnumState(sO_Grandma, sO_In_15_3)) {
grandma->changeStatics2(ST_GMS_BOOT);
grandma->setOXY(49, 399);
g_fp->setObjectState(sO_LeftPipe_15, g_fp->getObjectEnumState(sO_LeftPipe_15, sO_IsClosed));
} else if (grandmaState == g_fp->getObjectEnumState(sO_Grandma, sO_WithoutBoot)) {
grandma->changeStatics2(ST_GMS_BOOT);
grandma->setOXY(97, 399);
grandma->changeStatics2(ST_GMS_BOOTLESS2);
g_fp->setObjectState(sO_LeftPipe_15, g_fp->getObjectEnumState(sO_LeftPipe_15, sO_IsClosed));
} else {
grandma->hide();
g_fp->setObjectState(sO_LeftPipe_15, g_fp->getObjectEnumState(sO_LeftPipe_15, sO_IsOpened));
}
g_vars->scene15_plusminus = sc->getStaticANIObject1ById(ANI_PLUSMINUS, -1);
if (g_fp->getObjectState(sO_Guard_2) == g_fp->getObjectEnumState(sO_Guard_2, sO_Off))
g_vars->scene15_plusminus->_statics = g_vars->scene15_plusminus->getStaticsById(ST_PMS_MINUS);
else
g_vars->scene15_plusminus->_statics = g_vars->scene15_plusminus->getStaticsById(ST_PMS_PLUS);
g_vars->scene15_ladder = sc->getPictureObjectById(PIC_SC15_LADDER, 0);
g_vars->scene15_boot = sc->getStaticANIObject1ById(ANI_BOOT_15, -1);
if (g_fp->getObjectState(sO_Boot_15) != g_fp->getObjectEnumState(sO_Boot_15, sO_IsPresent))
g_vars->scene15_boot->_flags &= 0xFFFB;
g_fp->_currentScene = oldsc;
g_fp->lift_setButton(sO_Level5, ST_LBN_5N);
g_fp->lift_init(sc, QU_SC15_ENTERLIFT, QU_SC15_EXITLIFT);
}
示例2: scene06_initScene
void scene06_initScene(Scene *sc) {
g_vars->scene06_mumsy = sc->getStaticANIObject1ById(ANI_MAMASHA, -1);
g_vars->scene06_someBall = 0;
g_vars->scene06_invHandle = sc->getStaticANIObject1ById(ANI_INV_HANDLE, -1);
g_vars->scene06_liftButton = sc->getStaticANIObject1ById(ANI_BUTTON_6, -1);
g_vars->scene06_ballDrop = sc->getStaticANIObject1ById(ANI_BALLDROP, -1);
g_vars->scene06_arcadeEnabled = false;
g_vars->scene06_aimingBall = false;
g_vars->scene06_currentBall = 0;
g_vars->scene06_ballInHands = 0;
g_vars->scene06_flyingBall = 0;
g_vars->scene06_balls.clear();
g_vars->scene06_numBallsGiven = 0;
g_vars->scene06_mumsyNumBalls = 0;
g_vars->scene06_eggieTimeout = 0;
g_vars->scene06_eggieDirection = true;
StaticANIObject *ball = sc->getStaticANIObject1ById(ANI_NEWBALL, -1);
ball->hide();
ball->_statics = ball->getStaticsById(ST_NBL_NORM);
g_vars->scene06_balls.push_back(ball);
for (int i = 0; i < 3; i++) {
StaticANIObject *ball2 = new StaticANIObject(ball);
ball2->hide();
ball2->_statics = ball2->getStaticsById(ST_NBL_NORM);
sc->addStaticANIObject(ball2, 1);
g_vars->scene06_balls.push_back(ball2);
}
if (g_fp->getObjectState(sO_BigMumsy) == g_fp->getObjectEnumState(sO_BigMumsy, sO_IsPlaying))
g_fp->setObjectState(sO_BigMumsy, g_fp->getObjectEnumState(sO_BigMumsy, sO_IsSleeping));
if (g_fp->getObjectState(sO_BigMumsy) != g_fp->getObjectEnumState(sO_BigMumsy, sO_IsSleeping))
g_vars->scene06_mumsy->hide();
g_fp->lift_setButton(sO_Level3, ST_LBN_3N);
g_fp->lift_init(sc, QU_SC6_ENTERLIFT, QU_SC6_EXITLIFT);
g_fp->initArcadeKeys("SC_6");
sceneHandler06_setExits(sc);
g_fp->setArcadeOverlay(PIC_CSR_ARCADE2);
}
示例3: global_messageHandler4
//.........这里部分代码省略.........
if (!ani)
break;
MessageQueue *mq = ani->getMessageQueue();
MessageQueue *mq2 = ani->changeStatics1(cmd->_messageNum);
if (!mq2 || !mq2->getExCommandByIndex(0) || !mq)
break;
mq2->_parId = mq->_id;
mq2->_flag1 = (cmd->_field_24 == 0);
break;
}
case 22:
if (!g_fp->_currentScene)
break;
ani = g_fp->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_param);
if (!ani)
break;
ani->_flags |= 4;
ani->changeStatics2(cmd->_messageNum);
break;
case 6:
if (!g_fp->_currentScene)
break;
ani = g_fp->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_param);
if (!ani)
break;
ani->hide();
break;
case 27:
if (!g_fp->_currentScene || g_fp->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_param) == 0) {
ani = g_fp->accessScene(cmd->_field_20)->getStaticANIObject1ById(cmd->_parentId, -1);
if (ani) {
ani = new StaticANIObject(ani);
g_fp->_currentScene->addStaticANIObject(ani, 1);
}
}
// fall through
case 5:
if (g_fp->_currentScene)
ani = g_fp->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_param);
if (!ani)
break;
if (cmd->_field_14 >= 0)
ani->_priority = cmd->_field_14;
ani->show1(cmd->_x, cmd->_y, cmd->_messageNum, cmd->_parId);
break;
case 10:
if (!g_fp->_currentScene)
break;
ani = g_fp->_currentScene->getStaticANIObject1ById(cmd->_parentId, cmd->_param);
if (!ani)
break;
示例4: sceneHandler17_hideSugar
void sceneHandler17_hideSugar() {
StaticANIObject *sugar = g_fp->_currentScene->getStaticANIObject1ById(ANI_INV_SUGAR, -1);
if (sugar)
sugar->hide();
}
示例5: sceneHandler29_winArcade
void sceneHandler29_winArcade() {
if (g_vars->scene29_shooter2->_flags & 4) {
g_vars->scene29_shootCountdown = 0;
g_vars->scene29_shooter1->changeStatics2(ST_STR1_STAND);
g_vars->scene29_shooter2->changeStatics2(ST_STR2_STAND);
g_vars->scene29_shooter2->_flags &= 0xFFFB;
StaticANIObject *ani;
Ball *newball, *ball, *oldp0;
while (g_vars->scene29_greenBalls.numBalls) {
ball = g_vars->scene29_greenBalls.pHead;
ani = g_vars->scene29_greenBalls.pHead->ani;
oldp0 = g_vars->scene29_greenBalls.pHead->p0;
g_vars->scene29_greenBalls.pHead = g_vars->scene29_greenBalls.pHead->p0;
if (g_vars->scene29_greenBalls.pHead)
oldp0->p1 = 0;
else
g_vars->scene29_greenBalls.field_8 = 0;
ball->p0 = g_vars->scene29_greenBalls.pTail;
g_vars->scene29_greenBalls.pTail = ball;
g_vars->scene29_greenBalls.numBalls--;
if (!g_vars->scene29_greenBalls.numBalls)
g_vars->scene29_greenBalls.reset();
ani->hide();
newball = g_vars->scene29_balls.sub04(g_vars->scene29_balls.field_8, 0);
newball->ani = ani;
if (g_vars->scene29_balls.field_8)
g_vars->scene29_balls.field_8->p0 = newball;
else
g_vars->scene29_balls.pHead = newball;
g_vars->scene29_balls.field_8 = newball;
}
while (g_vars->scene29_flyingRedBalls.numBalls) {
ball = g_vars->scene29_flyingRedBalls.pHead;
ani = g_vars->scene29_flyingRedBalls.pHead->ani;
oldp0 = g_vars->scene29_flyingRedBalls.pHead->p0;
g_vars->scene29_flyingRedBalls.pHead = g_vars->scene29_flyingRedBalls.pHead->p0;
if (g_vars->scene29_flyingRedBalls.pHead)
oldp0->p1 = 0;
else
g_vars->scene29_flyingRedBalls.field_8 = 0;
ball->p0 = g_vars->scene29_flyingRedBalls.pTail;
g_vars->scene29_flyingRedBalls.pTail = ball;
g_vars->scene29_flyingRedBalls.numBalls--;
if (!g_vars->scene29_flyingRedBalls.numBalls) {
g_vars->scene29_flyingRedBalls.numBalls = 0;
g_vars->scene29_flyingRedBalls.pTail = 0;
g_vars->scene29_flyingRedBalls.field_8 = 0;
g_vars->scene29_flyingRedBalls.pHead = 0;
free(g_vars->scene29_flyingRedBalls.cPlex);
g_vars->scene29_flyingRedBalls.cPlex = 0;
}
ani->hide();
newball = g_vars->scene29_redBalls.sub04(g_vars->scene29_redBalls.field_8, 0);
newball->ani = ani;
if (g_vars->scene29_redBalls.field_8)
g_vars->scene29_redBalls.field_8->p0 = newball;
else
g_vars->scene29_redBalls.pHead = newball;
g_vars->scene29_redBalls.field_8 = newball;
}
g_vars->scene29_ass->queueMessageQueue(0);
g_vars->scene29_ass->_flags &= 0xFFFB;
chainQueue(QU_SC29_ESCAPE, 1);
}
g_fp->setObjectState(sO_LeftPipe_29, g_fp->getObjectEnumState(sO_LeftPipe_29, sO_IsOpened));
}