本文整理汇总了C++中Text::Draw方法的典型用法代码示例。如果您正苦于以下问题:C++ Text::Draw方法的具体用法?C++ Text::Draw怎么用?C++ Text::Draw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Text
的用法示例。
在下文中一共展示了Text::Draw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: Run
void Game::Run()//游戏运行
{
//界面元素的创建
static FullScrAni outline;
static Text texlevel(675,217,20,20);
static Text texfood(675,300,20,20);
static Text texscore(675,387,20,20);
static Button butpause(628,500,100,50);
static Button butret(740,40,50,50);
//界面元素动画的设置
butpause.SetAni(ANI_BUTTON,pPanel->IsPause()?ANI_BUTTON_RECOVER:ANI_BUTTON_PAUSE);
butret.SetAni(ANI_BUTTON,ANI_BUTTON_RETURN);
outline.SetAni(ANI_OUTLINE);
//响应
butpause.Deal();
butret.Deal();
if(butpause.MousePressed())
{//是否暂停
butpause.Recover();
pPanel->SetPause(!pPanel->IsPause());
}
outline.Draw();
pPanel->DoFrame();
//绘制
butpause.Draw();
butret.Draw();
texlevel.SetText(level,RGB(255,255,255));
texscore.SetText(pPanel->Score(),RGB(255,255,255));
texfood.SetText(pPanel->RestFood(),RGB(255,255,255));
texlevel.Draw();
texscore.Draw();
texfood.Draw();
if(pPanel->Overed())
{
if(pPanel->Won())state=GAME_WIN;
else state=GAME_FAIL;
manager.Stop();
}
if(butret.MousePressed())
{
butret.Recover();
Destroy();
state=GAME_SHOWMENU;
}
roundtime+=1000/FPS;
if(roundtime%1000<1000/FPS)//每秒储存一次
SaveArchive();
}
示例2: main
int main(int argc, char* args[]) {
//initialize SDL_ttf
if (TTF_Init() == -1) {
cerr << "TTF_Init: " << TTF_GetError() << endl;
//exit(2);
}
SDL_Texture* backGroundTexture; // the new SDL_Texture variable
SDL_Texture* backimageTexture;
// *****************
SDL_Init( SDL_INIT_EVERYTHING);
//Create window
g_pWindow = SDL_CreateWindow("Easy_Rider", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
//Create Renderer
g_pRenderer = SDL_CreateRenderer(g_pWindow, -1, SDL_RENDERER_ACCELERATED);
//Load image from specified path
SDL_Surface* loadedSurface = IMG_Load("image/background.png");
//Create texture from surface pixels
backGroundTexture = SDL_CreateTextureFromSurface(g_pRenderer,
loadedSurface);
SDL_Surface* riderSurface = SDL_LoadBMP("image/rider.bmp");
//Color key image
SDL_SetColorKey(riderSurface, SDL_TRUE,
SDL_MapRGB(riderSurface->format, 102, 204, 255));
//Create texture from surface pixels
backimageTexture = SDL_CreateTextureFromSurface(g_pRenderer, riderSurface);
//SDL_Rect rectRider = {320, 0, riderSurface->w};
// flipping a image
Text txt;
txt.Init(g_pRenderer);
SDL_RenderClear(g_pRenderer);
bool gamerunning = true;
SDL_Event event;
// game loop
while (gamerunning) {
if (SDL_PollEvent(&event)!= 0) {
if (event.type == SDL_QUIT)
gamerunning = false;
}
SDL_RenderClear(g_pRenderer);
SDL_RenderCopy(g_pRenderer, backGroundTexture, 0, 0);
txt.Draw(g_pRenderer);
txt.UpDate(event);
SDL_RenderPresent(g_pRenderer);
}
SDL_RenderPresent(g_pRenderer);
//SDL_Delay(2000);
return 0;
}