本文整理汇总了C++中Texture::GetNumberAnimationSteps方法的典型用法代码示例。如果您正苦于以下问题:C++ Texture::GetNumberAnimationSteps方法的具体用法?C++ Texture::GetNumberAnimationSteps怎么用?C++ Texture::GetNumberAnimationSteps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Texture
的用法示例。
在下文中一共展示了Texture::GetNumberAnimationSteps方法的1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: SpawnEnemy
void SceneManagerDungeon::SpawnEnemy(MapEventEnemy* event, Enums::EnemyTypes type, float x, float y)
{
sf::Sprite sprite;
Texture* tex;
switch(type)
{
case Enums::EnemyDefault:
case Enums::EnemyChest:
tex = TextureList::getTexture(TextureList::EnemySpriteSheet);
break;
case Enums::EnemyBoss:
tex = TextureList::getTexture(TextureList::BossSpriteSheet);
}
sprite.setTexture(*tex);
sprite.setTextureRect(sf::IntRect(0,0,32,32));
Node* enemy = new AnimatedNode(&sprite, tex->GetNumberAnimationSteps());
switch(type)
{
case Enums::EnemyDefault:
case Enums::EnemyChest:
enemy->setBoundingBox(sf::FloatRect(4.0f,16.0f,20.0f,16.0f));
break;
case Enums::EnemyBoss:
enemy->setBoundingBox(sf::FloatRect(0.0f,0.0f,32.0f,32.0f));
}
m_eventLayer->addChild(enemy);
sf::Transform enemyTransform;
//Place Enemy at Position
enemyTransform.translate(x, y);
enemy->setTransform(enemyTransform);
std::vector<Entity*>* enemies = new std::vector<Entity*>();
Entity* e;
switch(type)
{
case Enums::EnemyDefault:
for(int i = 0; i < m_dungeonConfig->GetNrEnemies(); i++)
{
e = m_dungeonConfig->GetDungeonEnemy(m_lvlId);
e->SetTeamId(1);
enemies->push_back(e);
}
break;
case Enums::EnemyBoss:
{
int nrAdds = 0;
for(; nrAdds < m_dungeonConfig->GetNrBossAdds() / 2; nrAdds++)
{
e = m_dungeonConfig->GetDungeonEnemy(m_lvlId);
e->SetTeamId(1);
enemies->push_back(e);
}
e = m_dungeonConfig->GetDungeonBoss(m_lvlId);
e->SetTeamId(1);
enemies->push_back(e);
for(; nrAdds < m_dungeonConfig->GetNrBossAdds(); nrAdds++)
{
e = m_dungeonConfig->GetDungeonEnemy(m_lvlId);
e->SetTeamId(1);
enemies->push_back(e);
}
}
break;
case Enums::EnemyChest:
for(int i = 0; i < m_dungeonConfig->GetNrEnemies() + 1; i++)
{
e = m_dungeonConfig->GetDungeonEnemy(m_lvlId + 2);
e->SetTeamId(1);
enemies->push_back(e);
}
break;
}
event->Init(&m_map, enemy, enemies);
}