本文整理汇总了C++中Wall::init方法的典型用法代码示例。如果您正苦于以下问题:C++ Wall::init方法的具体用法?C++ Wall::init怎么用?C++ Wall::init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Wall
的用法示例。
在下文中一共展示了Wall::init方法的3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: create
Wall* Wall::create(int id)
{
Wall *pRet = new Wall(id);
if (pRet && pRet->init())
{
pRet->autorelease();
return pRet;
}
else
{
delete pRet;
pRet = NULL;
return NULL;
}
}
示例2: create
Wall* Wall::create(const Size& size,const PhysicsMaterial& pm )
{
Wall* wall = new (std::nothrow) Wall;
if (wall && wall->init())
{
wall->initBody(size,pm);
wall->autorelease();
return wall;
}
else
{
CC_SAFE_DELETE(wall);
return nullptr;
}
}
示例3: initApp
void ColoredCubeApp::initApp()
{
D3DApp::initApp();
#pragma region Base object initialization
mBox.init(md3dDevice, 1.0f, WHITE);
tealBox.init(md3dDevice, 1.0f, colorNS::TEAL);
brick.init(md3dDevice, 1.0f, DARKBROWN);
camBox.init(md3dDevice, 1.0f, BLACK);
bulletBox.init(md3dDevice, 0.5f, BEACH_SAND);
eBulletBox.init(md3dDevice, 0.5f, RED);
maroonBox.init(md3dDevice, 10000, colorNS::MAROON);
//redBox.init(md3dDevice, 0.00001f, RED);
yellowGreenBox.init(md3dDevice, 1.f, LIGHT_YELLOW_GREEN);
goldBox.init(md3dDevice, 1.0f, YELLOW);
blueBox.init(md3dDevice, 2.0f, BLUE);
rLine.init(md3dDevice, 10.0f, RED);
bLine.init(md3dDevice, 10.0f, BLACK);
gLine.init(md3dDevice, 10.0f, GREEN);
xLine.init(&rLine, Vector3(0,0,0), 5);
xLine.setPosition(Vector3(0,0,0));
yLine.init(&bLine, Vector3(0,0,0), 5);
yLine.setPosition(Vector3(0,0,0));
yLine.setRotationZ(ToRadian(90));
zLine.init(&gLine, Vector3(0,0,0), 5);
zLine.setPosition(Vector3(0,0,0));
zLine.setRotationY(ToRadian(90));
for (int i = 0; i < gameNS::NUM_BULLETS; i++) {
pBullets.push_back(new Bullet());
pBullets[i]->init(&bulletBox, 2.0f, Vector3(0,0,0), Vector3(0,0,0), 0, 1);
}
for(int j=0; j<gameNS::NUM_CAMS; j++){
for (int i = 0; i < gameNS::NUM_BULLETS; i++) {
enBullets[j].push_back(new Bullet());
enBullets[j][i]->init(&eBulletBox, 2.0f, Vector3(0,0,0), Vector3(0,0,0), 0, 1);
}
enemyTimer[j]= 0;
}
for (int i = 0; i < gameNS::NUM_RAGE_PICKUPS; i++) {
ragePickups.push_back(GameObject());
}
ragePickups[0].init(&tealBox, 2.0f, Vector3(-35,0,95), Vector3(0,0,0),0,1);
ragePickups[1].init(&tealBox, 2.0f, Vector3(6,0,-80), Vector3(0,0,0),0,1);
ragePickups[2].init(&tealBox, 2.0f, Vector3(-84,0,-56), Vector3(0,0,0),0,1);
ragePickups[3].init(&tealBox, 2.0f, Vector3(10,0,80), Vector3(0,0,0),0,1);
//floor.init(&yellowGreenBox, sqrt(2.0), Vector3(-5,-0.02,-5), Vector3(0,0,0), 0, 1);
floor.init(&yellowGreenBox, 2.0f, Vector3(0,-1.5f,0), 1.0f, 100, 0.01, 100);
player.init(&mBox, pBullets, sqrt(2.0f), Vector3(-90,0,85), Vector3(0,0,0), 0, 1);
superLowFloorOffInTheDistanceUnderTheScene.init(&maroonBox, 2.0f, Vector3(0,-10.0f,0), Vector3(0,0,0), 0, 100000);
// geom, rad, position, sc, w, h, d
walls[0].init(&brick, 2.0f, Vector3(0, 0, 100), 1, 100, 10, 1);
walls[1].init(&brick, 2.0f, Vector3(0, 0, -100),1, 100, 10, 1);
walls[2].init(&brick, 2.0f, Vector3(100, 0, 0), 1, 1, 10, 100);
walls[3].init(&brick, 2.0f, Vector3(-100, 0, 0),1, 1, 2, 100);
walls[4].init(&brick, 2.0f, Vector3(-80,0,75), 1, 1, 2, 25);
walls[5].init(&brick, 2.0f, Vector3(-80,0,25), 1, 20, 2, 1);
walls[6].init(&brick, 2.0f, Vector3(-53.5,0,0), 1, 46.5,2, 1);
walls[7].init(&brick, 2.0f, Vector3(-30,0, 25), 1, 1, 2, 25);
walls[8].init(&brick, 2.0f, Vector3(-10,0, 50), 1, 10, 2, 1);
walls[9].init(&brick, 2.0f, Vector3(0,0, 74), 1, 1, 2, 26);
walls[10].init(&brick, 2.0f, Vector3(-5,0, 12), 1, 25, 2, 1);
walls[11].init(&brick, 2.0f, Vector3(28.5,0, 0),1,21.5,2, 1);
walls[12].init(&brick, 2.0f, Vector3(0.5,0, -37), 1, 1, 2, 37);
walls[13].init(&brick, 2.0f, Vector3(20,0, 40), 1, 1, 2, 40);
walls[14].init(&brick, 2.0f, Vector3(50,0, 80), 1, 30, 2, 1);
walls[15].init(&brick, 2.0f, Vector3(75,0, 60), 1, 25, 2, 1);
walls[16].init(&brick, 2.0f, Vector3(50,0, 40), 1, 30, 2, 1);
walls[17].init(&brick, 2.0f, Vector3(75,0, 20), 1, 25, 2, 1);
walls[18].init(&brick, 2.0f, Vector3(50,0, 10), 1, 30, 2, 1);
walls[19].init(&brick, 2.0f, Vector3(80,0, 0), 1, 20, 2, 1);
walls[20].init(&brick, 2.0f, Vector3(48.5,0, -30), 1, 1, 2, 30);
walls[21].init(&brick, 2.0f, Vector3(60,0, -22.5), 1, 1, 2, 23);
walls[22].init(&brick, 2.0f, Vector3(60, 0, -60), 1, 11.5,2, 1);
walls[23].init(&brick, 2.0f, Vector3(-15, 0, -75), 1, 1, 2, 25);
walls[24].init(&brick, 2.0f, Vector3(-40, 0, -50), 1, 40, 2, 1);
walls[25].init(&brick, 2.0f, Vector3(-30, 0, -35), 1, 20, 2, 1);
walls[26].init(&brick, 2.0f, Vector3(-30, 0, -15), 1, 20, 2, 1);
walls[27].init(&brick, 2.0f, Vector3(-30, 0, -8), 1, 1, 2, 8);
walls[28].init(&brick, 2.0f, Vector3(-30, 0, -42), 1, 1, 2, 8);
walls[29].init(&brick, 2.0f, Vector3(-60, 0, -31), 1, 1, 2, 18);
walls[30].init(&brick, 2.0f, Vector3(-70, 0, -31), 1, 1, 2, 18);
walls[31].init(&brick, 2.0f, Vector3(-79, 0, -30), 1, 1, 2, 19);
walls[32].init(&brick, 2.0f, Vector3(-79, 0, -85), 1, 1, 2, 15);
walls[33].init(&brick, 2.0f, Vector3(-95, 0, -70), 1, 5, 2, 1);
walls[34].init(&brick, 2.0f, Vector3(-95, 0, -30), 1, 5, 2, 1);
walls[35].init(&brick, 2.0f, Vector3(80, 0, -25), 1, 1, 2, 25);
walls[36].init(&brick, 2.0f, Vector3(48.5, 0, -70), 1, 1, 2, 15);
walls[37].init(&brick, 2.0f, Vector3(29.5, 0, -85), 1, 20, 2, 1);
walls[38].init(&brick, 2.0f, Vector3(-50, 0, 49), 1, 20, 2, 1);
walls[39].init(&brick, 2.0f, Vector3(-50, 0, 70), 1, 20, 2, 1);
walls[40].init(&brick, 2.0f, Vector3(-30, 0, 70), 1, 1, 2, 20);
#pragma endregion
//.........这里部分代码省略.........