本文整理汇总了C++中Tilemap::setMap方法的典型用法代码示例。如果您正苦于以下问题:C++ Tilemap::setMap方法的具体用法?C++ Tilemap::setMap怎么用?C++ Tilemap::setMap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Tilemap
的用法示例。
在下文中一共展示了Tilemap::setMap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: Update
void Player::Update(Tilemap &t, sf::RenderWindow &window, BackgroundProcesses &b)
{
m_top = m_rect.getPosition().y;
m_bottom = m_rect.getPosition().y + m_rect.getSize().y;
m_left = m_rect.getPosition().x;
m_right = m_rect.getPosition().x + m_rect.getSize().x;
//collision with portal
if(t.getLevelMap(m_bottom/64, m_left/64) == 999 || t.getLevelMap(m_bottom/64, m_right/64) == 999 || t.getLevelMap(m_top/64, m_left/64) == 999 || t.getLevelMap(m_top/64, m_right/64) == 999)
{
setPosition(sf::Vector2f(0, 0));
t.setMap(window);
}
//respawning when falling through the bottom of the map!!
if(m_bottom >= 30*64)
{
setPosition(sf::Vector2f(0, 0));
t.setMap(t.getLevel(), window);
}
//downward collision on tilemap
if(m_bottom / 64 < 0 || m_right < 0)
m_onGround = false;
else if(int(m_bottom) % 64 != 0)
m_onGround = false;
else if( (t.getLevelMap(m_bottom/64, m_left/64) >= 100 && t.getLevelMap(m_bottom/64, m_left/64) < 200) || (t.getLevelMap(m_bottom/64, m_left/64) >= 500 && t.getLevelMap(m_bottom/64, m_left/64) < 600) || (t.getLevelMap(m_bottom/64, m_right/64) >= 100 && t.getLevelMap(m_bottom/64, m_right/64) < 200) || (t.getLevelMap(m_bottom/64, m_right/64) >= 500 && t.getLevelMap(m_bottom/64, m_right/64) < 600) )
m_onGround = true;
else
m_onGround = false;
//downward collision on platform
for(int i = 0; i < t.getPlatformSize(); i++)
{
if(m_right < t.getPlatformLeft(i) || m_left > t.getPlatformRight(i) || m_top > t.getPlatformBottom(i) || m_bottom < t.getPlatformTop(i))
{}
else if(int(m_bottom) <= t.getPlatformTop(i))
m_onGround = true;
}
int whichCrate = -1;
for(int i = 0; i < t.getCrateSize(); i++)
{
//downward collision on crate
if(m_right < t.getCrateLeft(i) || m_left > t.getCrateRight(i) || m_top > t.getCrateBottom(i) || m_bottom < t.getCrateTop(i))
{}
else if(m_bottom >= t.getCrateTop(i) && m_bottom - 2 <= t.getCrateTop(i) && m_right - 2 > t.getCrateLeft(i) && m_left + 2 < t.getCrateRight(i))
{
m_onGround = true;
m_onCrate = true;
whichCrate = i;
break;
}
else
{
m_onCrate = false;
}
}
for(int i = 0; i < t.getCrateSize(); i++)
{
//downward collision on crate
/*if(m_right < t.getCrateLeft(i) || m_left > t.getCrateRight(i) || m_top > t.getCrateBottom(i) || m_bottom < t.getCrateTop(i))
{}
else if(m_bottom >= t.getCrateTop(i) && m_bottom - 2 <= t.getCrateTop(i) && m_right - 2 > t.getCrateLeft(i) && m_left + 2 < t.getCrateRight(i))
{
m_onGround = true;
m_onCrate = true;
}
else
{
m_onCrate = false;
} */
if(i != whichCrate)
{
//not colliding with crate
if(m_right < t.getCrateLeft(i) || m_left > t.getCrateRight(i) || m_top > t.getCrateBottom(i) || m_bottom < t.getCrateTop(i))
{}
//on top of crate
else if(m_top <= t.getCrateBottom(i) && m_top >= (t.getCrateBottom(i) - 2))
{
t.setCratePos(i, sf::Vector2f(t.getCrateLeft(i), m_top - (t.getCrateBottom(i) - t.getCrateTop(i))));
}
//pushing crate right
else if(m_right >= t.getCrateLeft(i) && m_left < t.getCrateLeft(i))
{
if(m_movement.x > 0)
t.setCratePos(i, sf::Vector2f(m_right, t.getCrateTop(i)));
}
//pushing crate left
else if(m_left <= t.getCrateRight(i) && m_left > t.getCrateLeft(i))
{
if(m_movement.x < 0)
t.setCratePos(i, sf::Vector2f(m_left - (t.getCrateRight(i) - t.getCrateLeft(i)), t.getCrateTop(i)));
}
}
//.........这里部分代码省略.........