本文整理汇总了C++中TextureManager::loadDict方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureManager::loadDict方法的具体用法?C++ TextureManager::loadDict怎么用?C++ TextureManager::loadDict使用的例子?那么, 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TextureManager
的用法示例。
在下文中一共展示了TextureManager::loadDict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: load
void GameResources::load(Console &console, Sound &sound, TextureManager &textureManager) {
console.printLine("\n===Initializing game resources===");
console.printLine("\n...Weapon initialization");
Weapon::initialize(sound, textureManager);
console.printLine("...Building water-list");
Water::initialize(sound, textureManager);
console.printLine("...Loading game sounds");
roundStartSound = sound.loadSample("sound/game/round-start.wav");
gameOverSound = sound.loadSample("sound/game/game-over.wav");
console.printLine(Format("...Loading block meta data: {0}") << D6_FILE_BLOCK_META);
blockMeta = Block::loadMeta(D6_FILE_BLOCK_META);
console.printLine(Format("...Loading block textures: {0}") << D6_TEXTURE_BLOCK_PATH);
blockTextures = textureManager.loadStack(D6_TEXTURE_BLOCK_PATH, TextureFilter::Linear, true);
console.printLine(Format("...Loading explosion textures: {0}") << D6_TEXTURE_EXPL_PATH);
explosionTextures = textureManager.loadStack(D6_TEXTURE_EXPL_PATH, TextureFilter::Nearest, true);
console.printLine(Format("...Loading bonus textures: {0}") << D6_TEXTURE_EXPL_PATH);
bonusTextures = textureManager.loadStack(D6_TEXTURE_BONUS_PATH, TextureFilter::Linear, true);
console.printLine(Format("...Loading elevator textures: {0}") << D6_TEXTURE_ELEVATOR_PATH);
elevatorTextures = textureManager.loadStack(D6_TEXTURE_ELEVATOR_PATH, TextureFilter::Linear, true);
console.printLine(Format("...Loading background textures: {0}") << D6_TEXTURE_BCG_PATH);
bcgTextures = textureManager.loadDict(D6_TEXTURE_BCG_PATH, TextureFilter::Linear, true);
std::string animationPath(D6_TEXTURE_MAN_PATH);
animationPath += "man.ase";
playerAnimation = textureManager.loadAnimation(animationPath);
console.printLine(Format("...Loading fire textures: {0}") << D6_TEXTURE_FIRE_PATH);
for (const FireType &fireType : FireType::values()) {
Texture texture = textureManager.loadStack(Format("{0}{1,3|0}/") << D6_TEXTURE_FIRE_PATH << fireType.getId(),
TextureFilter::Nearest, true);
fireTextures[fireType.getId()] = texture;
}
Texture burn = textureManager.loadStack("textures/fire/burn/", TextureFilter::Linear, true);
burningTexture = burn;
console.printLine("\n...Bonus initialization");
BonusType::initialize();
}