本文整理汇总了C++中Transporter::drawTransporters方法的典型用法代码示例。如果您正苦于以下问题:C++ Transporter::drawTransporters方法的具体用法?C++ Transporter::drawTransporters怎么用?C++ Transporter::drawTransporters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Transporter
的用法示例。
在下文中一共展示了Transporter::drawTransporters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: game_loop
//.........这里部分代码省略.........
key[keyS] = false;
break;
case ALLEGRO_KEY_D:
key[keyD] = false;
break;
case ALLEGRO_KEY_C:
key[keyC] = false;
break;
case ALLEGRO_KEY_LSHIFT:
key[keyShift] = false;
break;
case ALLEGRO_KEY_SPACE:
key[keySpace] = false;
resetAttack(p1, stick);
break;
}
}
else if(event.type == ALLEGRO_EVENT_MOUSE_AXES || ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY)
{
crosshair_x = event.mouse.x - crosshairSize/2;
crosshair_y = event.mouse.y - crosshairSize/2;
}
if (redraw && al_is_event_queue_empty(event_queue)) {
redraw = false;
//Clear screen to black
al_clear_to_color(al_map_rgb(0, 0, 0));
if (createCutscene == true)
{
al_set_target_bitmap(cutsceneBackdrop);
al_clear_to_color(al_map_rgb(0, 0, 0));
}
//update_graphics();
//graphics that will always be there
if (!inCutscene)
{
drawDungeon(floorArray,currentRoom.walkArray);
drawDungeon(floorArray,currentRoom.collideArray);
for (int i = 0; i < 16; i++)
{
for (int j = 0; j < 16; j++)
{
al_draw_textf(font, al_map_rgb(255,255,255),j*tileSize,i*tileSize,ALLEGRO_ALIGN_LEFT,"%d,%d",j+1,i+1);
}
}
if (transDebug) currentTrans.drawTransporters(currentArray.array);
drawMonsters(currentMonsters);
if (p1.getDir() != UP && p1.getDir() != LEFT)
{
if (p1.blinking == false)
{
drawPlayer(p1);
}
}
drawWeapon(p1,stick);
if (p1.getDir() == UP || p1.getDir() == LEFT)
{
if (p1.blinking == false)
{
drawPlayer(p1);
}
}
al_draw_textf(font, al_map_rgb(255,255,255),0,tileSize*0,ALLEGRO_ALIGN_LEFT,"playerHP: %d",p1.getCurrentHP());
for (int i = 1; i < numMonsters; i++)
{
if (currentMonsters[i].getCurrentHP() > -10000 && currentMonsters[i].getCurrentHP() <10000)
{
al_draw_textf(font, al_map_rgb(255,255,255),tileSize * 4 * i,tileSize*15,ALLEGRO_ALIGN_LEFT,"monster %d HP: %d",i,currentMonsters[i].getCurrentHP());
}
}
}
if (inCutscene)
{
currentCutscene.drawCutscene(1, 1);
}
//al_draw_bitmap(crosshair, crosshair_x, crosshair_y, 0);
if (createCutscene == true)
{
inCutscene = true;
createCutscene = false;
al_set_target_bitmap(al_get_backbuffer(display));
//al_lock_bitmap(cutsceneBackdrop);
inCutscene = true;
}
al_flip_display();
}
}
}