本文整理汇总了C++中THAnimation::setAnimation方法的典型用法代码示例。如果您正苦于以下问题:C++ THAnimation::setAnimation方法的具体用法?C++ THAnimation::setAnimation怎么用?C++ THAnimation::setAnimation使用的例子?那么恭喜您, 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THAnimation
的用法示例。
在下文中一共展示了THAnimation::setAnimation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: l_anim_set_anim
static int l_anim_set_anim(lua_State *L)
{
THAnimation* pAnimation = luaT_testuserdata<THAnimation>(L);
THAnimationManager* pManager = luaT_testuserdata<THAnimationManager>(L, 2);
int iAnim = luaL_checkint(L, 3);
if(iAnim < 0 || (unsigned int)iAnim >= pManager->getAnimationCount())
luaL_argerror(L, 3, "Animation index out of bounds");
if(lua_isnoneornil(L, 4))
pAnimation->setFlags(0);
else
pAnimation->setFlags(luaL_checkint(L, 4));
pAnimation->setAnimation(pManager, iAnim);
lua_settop(L, 2);
luaT_setenvfield(L, 1, "animator");
lua_pushnil(L);
luaT_setenvfield(L, 1, "morph_target");
return 1;
}
示例2: l_map_updateblueprint
static int l_map_updateblueprint(lua_State *L)
{
// NB: This function can be implemented in Lua, but is implemented in C for
// efficiency.
const unsigned short iFloorTileGood = 24 + (THDF_Alpha50 << 8);
const unsigned short iFloorTileGoodCenter = 37 + (THDF_Alpha50 << 8);
const unsigned short iFloorTileBad = 67 + (THDF_Alpha50 << 8);
const unsigned int iWallAnimTopCorner = 124;
const unsigned int iWallAnim = 120;
THMap* pMap = luaT_testuserdata<THMap>(L);
int iOldX = static_cast<int>(luaL_checkinteger(L, 2)) - 1;
int iOldY = static_cast<int>(luaL_checkinteger(L, 3)) - 1;
int iOldW = static_cast<int>(luaL_checkinteger(L, 4));
int iOldH = static_cast<int>(luaL_checkinteger(L, 5));
int iNewX = static_cast<int>(luaL_checkinteger(L, 6)) - 1;
int iNewY = static_cast<int>(luaL_checkinteger(L, 7)) - 1;
int iNewW = static_cast<int>(luaL_checkinteger(L, 8));
int iNewH = static_cast<int>(luaL_checkinteger(L, 9));
luaL_checktype(L, 10, LUA_TTABLE); // Animation list
THAnimationManager* pAnims = luaT_testuserdata<THAnimationManager>(L, 11, luaT_upvalueindex(1));
bool entire_invalid = lua_toboolean(L, 12) != 0;
bool valid = !entire_invalid;
if(iOldX < 0 || iOldY < 0 || (iOldX + iOldW) > pMap->getWidth() || (iOldY + iOldH) > pMap->getHeight())
luaL_argerror(L, 2, "Old rectangle is out of bounds");
if(iNewX < 0 || iNewY < 0 || (iNewX + iNewW) >= pMap->getWidth() || (iNewY + iNewH) >= pMap->getHeight())
luaL_argerror(L, 6, "New rectangle is out of bounds");
// Clear blueprint flag from previous selected floor tiles (copying it to the passable flag).
for(int iY = iOldY; iY < iOldY + iOldH; ++iY)
{
for(int iX = iOldX; iX < iOldX + iOldW; ++iX)
{
THMapNode *pNode = pMap->getNodeUnchecked(iX, iY);
pNode->iBlock[3] = 0;
uint32_t iFlags = pNode->iFlags;
iFlags |= ((iFlags & THMN_PassableIfNotForBlueprint) != 0) ? THMN_Passable : 0;
iFlags &= ~THMN_PassableIfNotForBlueprint;
pNode->iFlags = iFlags;
}
}
// Add blueprint flag to new floor tiles.
for(int iY = iNewY; iY < iNewY + iNewH; ++iY)
{
for(int iX = iNewX; iX < iNewX + iNewW; ++iX)
{
THMapNode *pNode = pMap->getNodeUnchecked(iX, iY);
if(is_valid(entire_invalid, pNode))
pNode->iBlock[3] = iFloorTileGood;
else
{
pNode->iBlock[3] = iFloorTileBad;
valid = false;
}
pNode->iFlags |= ((pNode->iFlags & THMN_Passable) != 0) ? THMN_PassableIfNotForBlueprint : 0;
}
}
// Set center floor tiles
if(iNewW >= 2 && iNewH >= 2)
{
int iCenterX = iNewX + (iNewW - 2) / 2;
int iCenterY = iNewY + (iNewH - 2) / 2;
THMapNode *pNode = pMap->getNodeUnchecked(iCenterX, iCenterY);
if(pNode->iBlock[3] == iFloorTileGood)
pNode->iBlock[3] = iFloorTileGoodCenter + 2;
pNode = pMap->getNodeUnchecked(iCenterX + 1, iCenterY);
if(pNode->iBlock[3] == iFloorTileGood)
pNode->iBlock[3] = iFloorTileGoodCenter + 1;
pNode = pMap->getNodeUnchecked(iCenterX, iCenterY + 1);
if(pNode->iBlock[3] == iFloorTileGood)
pNode->iBlock[3] = iFloorTileGoodCenter + 0;
pNode = pMap->getNodeUnchecked(iCenterX + 1, iCenterY + 1);
if(pNode->iBlock[3] == iFloorTileGood)
pNode->iBlock[3] = iFloorTileGoodCenter + 3;
}
// Set wall animations
int iNextAnim = 1;
THAnimation *pAnim = l_map_updateblueprint_getnextanim(L, iNextAnim);
THMapNode *pNode = pMap->getNodeUnchecked(iNewX, iNewY);
pAnim->setAnimation(pAnims, iWallAnimTopCorner);
pAnim->setFlags(THDF_ListBottom | (is_valid(entire_invalid, pNode) ? 0 : THDF_AltPalette));
pAnim->attachToTile(pNode, 0);
for(int iX = iNewX; iX < iNewX + iNewW; ++iX)
{
if(iX != iNewX)
{
pAnim = l_map_updateblueprint_getnextanim(L, iNextAnim);
pNode = pMap->getNodeUnchecked(iX, iNewY);
pAnim->setAnimation(pAnims, iWallAnim);
pAnim->setFlags(THDF_ListBottom | (is_valid(entire_invalid, pNode) ? 0 : THDF_AltPalette));
pAnim->attachToTile(pNode, 0);
//.........这里部分代码省略.........