本文整理汇总了C++中TerrainTile::getUnit方法的典型用法代码示例。如果您正苦于以下问题:C++ TerrainTile::getUnit方法的具体用法?C++ TerrainTile::getUnit怎么用?C++ TerrainTile::getUnit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TerrainTile
的用法示例。
在下文中一共展示了TerrainTile::getUnit方法的3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: canBePlacedAtCartesianPos
bool World::canBePlacedAtCartesianPos(sf::Vector2i _pos){
//If out of bounds, return false immediately
if (_pos.x > getDimensions().x - 1 || _pos.y > getDimensions().y - 1 ||
_pos.x < 0 || _pos.y < 0){
return false;
}
TerrainTile* here = terrainLayer[indexAtCartesianPos(_pos)].get();
if (here->getUnit() == nullptr){
return true;
}
else{
return false;
}
}
示例2: canBePlacedAtPixelPos
//Returns true if can be placed at this position
bool World::canBePlacedAtPixelPos(sf::Vector2i _pos){
//If out of bounds, return false immediately
if (_pos.x >= getDimensionsInPixels().x || _pos.y >= getDimensionsInPixels().y ||
_pos.x <= 0 || _pos.y <= 0){
return false;
}
TerrainTile* here = terrainLayer[indexAtPixelPos(_pos)].get();
if (here->getUnit() == nullptr){
return true;
}
else{
return false;
}
}
示例3: calculateViewDistance
bool World::calculateViewDistance(UnitTile* unit, TerrainTile* target, bool randomisePerceivedPositions){
//IMPORTANT:
//Due to the fact that Tile::getCartesianPos() bases its result on the physical location of the sprite,
//which for units can be in disagreement with its real position, we use getTruePosition() instead.
bool enemyFound{false};
sf::Vector2i currentPos = target->getCartesianPos();
int unitViewDistance = unit->getDefaultUnitViewDistance() - getWeatherUnitViewDistance();
int flagViewDistance = unit->getDefaultFlagViewDistance() - getWeatherFlagViewDistance();
if(getIsNighttime()){
unitViewDistance /= 2;
flagViewDistance /= 2;
}
if(unitViewDistance < 1){
unitViewDistance = 1;
}
if(flagViewDistance < 1){
flagViewDistance = 1;
}
unit->setCurrentUnitViewDistance(unitViewDistance);
unit->setCurrentFlagViewDistance(flagViewDistance);
Player* owner = unit->getPlayer();
for (int y{-1 * unitViewDistance}; y <= unitViewDistance; ++y){
for(int x{-1 * unitViewDistance}; x <= unitViewDistance; ++x){
sf::Vector2i adjacentPos{currentPos.x + x, currentPos.y + y};
TerrainTile* terrainHere = terrainAtCartesianPos(adjacentPos);
if(terrainHere == nullptr){
continue;
}
UnitTile* targetUnit = terrainHere->getUnit();
visibleTiles.insert(terrainHere);
if (targetUnit != nullptr){
if(targetUnit->getPlayer() != owner){
if(!targetUnit->drawUnit){
enemyFound = true;
targetUnit->drawUnit = true;
}
targetUnit->updateStats(randomisePerceivedPositions);
}
}
}
}
for (int y{-1 * flagViewDistance}; y <= flagViewDistance; ++y){
for(int x{-1 * flagViewDistance}; x <= flagViewDistance; ++x){
sf::Vector2i adjacentPos{currentPos.x + x, currentPos.y + y};
TerrainTile* terrainHere = terrainAtCartesianPos(adjacentPos);
if(terrainHere == nullptr){
continue;
}
UnitTile* targetUnit = terrainHere->getUnit();
if (targetUnit != nullptr){
if(targetUnit->getPlayer() != owner){
targetUnit->drawFlag = true;
targetUnit->updateStats(randomisePerceivedPositions);
}
}
}
}
return enemyFound;
}