当前位置: 首页>>代码示例>>C++>>正文


C++ THAnimation::setFlags方法代码示例

本文整理汇总了C++中THAnimation::setFlags方法的典型用法代码示例。如果您正苦于以下问题:C++ THAnimation::setFlags方法的具体用法?C++ THAnimation::setFlags怎么用?C++ THAnimation::setFlags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THAnimation的用法示例。


在下文中一共展示了THAnimation::setFlags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;
}
开发者ID:AtlasRedux,项目名称:CorsixTH,代码行数:21,代码来源:th_lua_anims.cpp

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.........
开发者ID:sadger,项目名称:CorsixTH,代码行数:101,代码来源:th_lua_map.cpp


注:本文中的THAnimation::setFlags方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。