本文整理汇总了C++中Viewer::clearArea方法的典型用法代码示例。如果您正苦于以下问题:C++ Viewer::clearArea方法的具体用法?C++ Viewer::clearArea怎么用?C++ Viewer::clearArea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Viewer
的用法示例。
在下文中一共展示了Viewer::clearArea方法的4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: fadeLoop
// Used by wizard fade in/out function
bool Scheduler::fadeLoop()
{
SDL_Event event;
viewer.displayCopyright();
viewer.displayWelcomeMessage();
// Start buzz
Mix_Volume(viewer.fadChannel, 0);
Mix_PlayChannel(viewer.fadChannel, creature.buzz, -1);
while(true)
{
if ( keyCheck() )
{
viewer.clearArea(&viewer.TXTPRI);
while(SDL_PollEvent(&event))
{
; // clear event buffer
}
// Stop buzz
Mix_HaltChannel(viewer.fadChannel);
return false; // auto-play mode off == start demo game
}
if ( viewer.draw_fade() )
{
// Stop buzz
Mix_HaltChannel(viewer.fadChannel);
return true; // auto-play mode on == start regular game
}
}
}
示例2: INIVU
// Initializes 3D viewer
void dodGame::INIVU()
{
viewer.clearArea(&viewer.TXTSTS);
viewer.clearArea(&viewer.TXTPRI);
player.HUPDAT();
++player.HEARTC;
--player.HEARTF;
--player.HBEATF;
viewer.STATUS();
player.PLOOK();
}
示例3: winFadeLoop
void Scheduler::winFadeLoop()
{
SDL_Event event;
viewer.displayWinner();
viewer.fadeVal = -2;
viewer.VXSCAL = 0x80;
viewer.VYSCAL = 0x80;
viewer.VXSCALf = 128.0f;
viewer.VYSCALf = 128.0f;
viewer.delay = 0;
viewer.VCTFAD = 32;
viewer.done = false;
while(SDL_PollEvent(&event))
{
; // clear event buffer
}
// Start buzz
Mix_Volume(viewer.fadChannel, 0);
Mix_PlayChannel(viewer.fadChannel, creature.buzz, -1);
while (!viewer.done)
{
viewer.death_fade(viewer.W2_VLA);
EscCheck();
}
// Stop buzz
Mix_HaltChannel(viewer.fadChannel);
while(true)
{
viewer.death_fade(viewer.W2_VLA);
if ( keyCheck() )
{
viewer.clearArea(&viewer.TXTPRI);
while(SDL_PollEvent(&event))
{
; // clear event buffer
}
return;
}
}
while(SDL_PollEvent(&event))
{
; // clear event buffer
}
}
示例4: COMINI
// Game initialization
void dodGame::COMINI()
{
Uint32 ticks1, ticks2;
scheduler.SYSTCB();
object.CreateAll();
player.HBEATF = 0;
viewer.clearArea(&viewer.TXTSTS);
viewer.clearArea(&viewer.TXTPRI);
viewer.VXSCAL = 0x80;
viewer.VYSCAL = 0x80;
viewer.VXSCALf = 128.0f;
viewer.VYSCALf = 128.0f;
AUTFLG = viewer.ShowFade(Viewer::FADE_BEGIN);
//AUTFLG = scheduler.fadeLoop();
//AUTFLG = false; // TAKE THIS LINE OUT !!!!!!!!!! [Prevents demo from starting]
player.setInitialObjects(AUTFLG);
viewer.displayPrepare();
viewer.display_mode = Viewer::MODE_TITLE;
viewer.draw_game();
// Delay with "PREPARE!" on screen
ticks1 = SDL_GetTicks();
do
{
oslink.process_events();
ticks2 = SDL_GetTicks();
} while (ticks2 < ticks1 + viewer.prepPause);
creature.NEWLVL();
if (AUTFLG)
{
// do map
viewer.display_mode = Viewer::MODE_TITLE;
viewer.showSeerMap = true;
--viewer.UPDATE;
viewer.draw_game();
// wait 3 seconds
ticks1 = SDL_GetTicks();
do
{
oslink.process_events();
ticks2 = SDL_GetTicks();
} while (ticks2 < ticks1 + 3000);
}
INIVU();
viewer.PROMPT();
}