本文整理汇总了C++中Text::SetCharacterSize方法的典型用法代码示例。如果您正苦于以下问题:C++ Text::SetCharacterSize方法的具体用法?C++ Text::SetCharacterSize怎么用?C++ Text::SetCharacterSize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::SetCharacterSize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: main
int main()
{
enum GameState
{
MainMenu,
Playing,
GameOver
};
GameState state = GameState::MainMenu;
VideoMode videoMode(SCREEN_WIDTH, SCREEN_HEIGHT);
RenderWindow renderWindow(videoMode, "SFML Tetris");
Event gameEvent;
Texture backgroundTexture;
Texture brickPreviewBackground;
Texture gameOverBackground;
Texture mainMenuBackground;
Sprite mainMenuBackgroundSprite;
Sprite brickPreviewSprite;
Sprite backgroundSprite;
Sprite gameOverBackgroundSprite;
SoundBuffer dropSoundBuffer;
Sound dropSound;
Music music;
Text scoreHeaderText("Score: ");
Text scoreDisplayText;
Text levelHeaderText("Level: ");
Text levelDisplayText;
Text nextBrickText("Next: ");
Text gameOverHeaderText("\t GAME OVER!\nHere are your final stats:");
Text mainMenuHeaderText("SFML TETRIS!");
Text mainMenuStartText("Start");
Text mainMenuQuitText("Quit");
Text brickCountText[NUMBER_OF_BRICK_TYPES];
bool gameBoard[GB_HEIGHT][GB_WIDTH];
unsigned int score = 0;
unsigned int level = 1;
unsigned int totalLines = 0;
unsigned int brickCount[NUMBER_OF_BRICK_TYPES] = {0};
vector<Brick> brickQueue;
vector<Brick> brickList;
Clock brickLockTimer;
Clock brickFallTimer;
bool isCheckingLockTime = false;
backgroundTexture.LoadFromFile("Images/background.png");
brickPreviewBackground.LoadFromFile("Images/previewBG.png");
gameOverBackground.LoadFromFile("Images/gameOverBG.png");
mainMenuBackground.LoadFromFile("Images/mainMenuBG.png");
brickPreviewSprite.SetTexture(brickPreviewBackground);
brickPreviewSprite.SetPosition(450, 150);
backgroundSprite.SetTexture(backgroundTexture);
gameOverBackgroundSprite.SetTexture(gameOverBackground);
gameOverBackgroundSprite.SetPosition(110, 82);
mainMenuBackgroundSprite.SetTexture(mainMenuBackground);
scoreHeaderText.SetCharacterSize(TEXT_CHAR_SIZE);
scoreHeaderText.SetPosition(450, 20);
char* scoreDisplayBuffer = new char;
scoreDisplayText.SetCharacterSize(TEXT_CHAR_SIZE);
scoreDisplayText.SetPosition(520, 20);
levelHeaderText.SetCharacterSize(TEXT_CHAR_SIZE);
levelHeaderText.SetPosition(450, 60);
char* levelDisplayBuffer = new char;
levelDisplayText.SetCharacterSize(TEXT_CHAR_SIZE);
levelDisplayText.SetPosition(520, 60);
nextBrickText.SetCharacterSize(TEXT_CHAR_SIZE);
nextBrickText.SetPosition(450, 120);
gameOverHeaderText.SetCharacterSize(TEXT_CHAR_SIZE);
gameOverHeaderText.SetPosition(210, 265);
mainMenuHeaderText.SetCharacterSize(40);
mainMenuHeaderText.SetPosition(180, 50);
mainMenuStartText.SetCharacterSize(32);
mainMenuStartText.SetPosition(285, 210);
mainMenuQuitText.SetCharacterSize(32);
mainMenuQuitText.SetPosition(285, 310);
char* brickCountTextBuffer[NUMBER_OF_BRICK_TYPES];
for (int i = 0; i < NUMBER_OF_BRICK_TYPES; i++)
{
brickCountTextBuffer[i] = new char;
brickCountText[i].SetPosition(100, 50 * (i + 1));
}
dropSoundBuffer.LoadFromFile("Sounds/drop.wav");
dropSound.SetBuffer(dropSoundBuffer);
for (int i = 0; i < GB_HEIGHT; i++)
//.........这里部分代码省略.........
示例2: AddContact
void PhoneModeAddressBook::AddContact(uint8_t Index)
{
uint16_t AddressMask = 1 << Index;
if (this->AddressMask & AddressMask)
return;
string Name = sExe->ReadStringIndirect(VA_PHONE_ADDRMENU, Index, 0xC, 0x4);
Text ContactText;
ContactText.SetPosition(PHONE_WALLPAPER_X, BLUE_HEADER_POS_Y + BLUE_HEADER_HEIGHT + Contacts.size() * 20);
ContactText.SetColor(Nsb::Color::BLACK);
ContactText.SetCharacterSize(20);
ContactText.CreateFromString(Name);
Contacts.push_back({ ContactText, Index });
this->AddressMask |= AddressMask;
}