本文整理汇总了C++中Weapon::ammo方法的典型用法代码示例。如果您正苦于以下问题:C++ Weapon::ammo方法的具体用法?C++ Weapon::ammo怎么用?C++ Weapon::ammo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Weapon
的用法示例。
在下文中一共展示了Weapon::ammo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: displayWeapon
void displayWeapon(Weapon weapon)
{
cout<<"\tName :"<<weapon.name()<<endl
<<"\tRange :"<<weapon.range()<<endl
<<"\tAmmo :"<<weapon.ammo()<<endl
<<"\tDelay :"<<weapon.delay()<<endl
<<"\tDamage :"<<weapon.damage()<<endl
<<"\tVSplashD:"<<weapon.verticalSplashDamage()<<endl
<<"\tHSplashD:"<<weapon.horizontalSplashDamage()<<endl
<<"\tHSplashR:"<<weapon.horizontalSplashRadius()<<endl;
}
示例2: drawAgent
//.........这里部分代码省略.........
arms = 44;
legs = 36;
armsx += 10;
armsy += 6;
torsoy += 2;
legsy -= 4;
}
if (selected->slot(Mod::MOD_LEGS)) {
legs = selected->slot(Mod::MOD_LEGS)->icon(selected->isMale());
getMenuFont(FontManager::SIZE_1)->drawText(366, 250,
selected->slot(Mod::MOD_LEGS)->getName(),
false);
}
if (selected->slot(Mod::MOD_ARMS)) {
arms = selected->slot(Mod::MOD_ARMS)->icon(selected->isMale());
getMenuFont(FontManager::SIZE_1)->drawText(366, 226,
selected->slot(Mod::MOD_ARMS)->getName(),
false);
}
menuSprites().drawSpriteXYZ(arms, armsx, armsy, 0, false, true);
menuSprites().drawSpriteXYZ(torso, 224, torsoy, 0, false, true);
menuSprites().drawSpriteXYZ(legs, 224, legsy, 0, false, true);
if (selected->slot(Mod::MOD_CHEST)) {
int chest = selected->slot(Mod::MOD_CHEST)->icon(selected->isMale());
getMenuFont(FontManager::SIZE_1)->drawText(366, 202,
selected->slot(Mod::MOD_CHEST)->getName(), false);
int chestx = 216;
int chesty = 146;
if (!selected->isMale()) {
chestx += 8;
chesty += 2;
}
menu_manager_->menuSprites().drawSpriteXYZ(chest, chestx, chesty, 0, false,
true);
}
if (selected->slot(Mod::MOD_HEART)) {
int heart = selected->slot(Mod::MOD_HEART)->icon(selected->isMale());
getMenuFont(FontManager::SIZE_1)->drawText(366, 160,
selected->slot(Mod::MOD_HEART)->getName(), false);
menu_manager_->menuSprites().drawSpriteXYZ(heart, 254, 166, 0, false, true);
}
if (selected->slot(Mod::MOD_EYES)) {
int eyes = selected->slot(Mod::MOD_EYES)->icon(selected->isMale());
getMenuFont(FontManager::SIZE_1)->drawText(366, 136,
selected->slot(Mod::MOD_EYES)->getName(), false);
int eyesx = 238;
if (!selected->isMale()) {
eyesx += 2;
}
menuSprites().drawSpriteXYZ(eyes, eyesx, 116, 0, false,
true);
}
if (selected->slot(Mod::MOD_BRAIN)) {
int brain = selected->slot(Mod::MOD_BRAIN)->icon(selected->isMale());
getMenuFont(FontManager::SIZE_1)->drawText(366, 112,
selected->slot(Mod::MOD_BRAIN)->getName(), false);
int brainx = 238;
if (!selected->isMale()) {
brainx += 2;
}
menuSprites().drawSpriteXYZ(brain, brainx, 114, 0, false, true);
}
// restore lines over agent
menu_manager_->blitFromBackground(254, 124, 30, 2);
menu_manager_->blitFromBackground(264, 132, 30, 2);
menu_manager_->blitFromBackground(266, 174, 36, 2);
menu_manager_->blitFromBackground(252, 210, 56, 2);
menu_manager_->blitFromBackground(302, 232, 10, 2);
menu_manager_->blitFromBackground(264, 256, 30, 2);
// write inventory
for (int j = 0; j < 2; j++)
for (int i = 0; i < 4
&& (j * 4 + i < selected->numWeapons()); i++)
{
WeaponInstance *wi = selected->weapon(j * 4 + i);
Weapon *pW = wi->getWeaponClass();
menuSprites().drawSpriteXYZ(pW->getSmallIconId(),
366 + i * 32, 308 + j * 32, 0, false, true);
uint8 data[3] = {204, 204, 204};
if (pW->ammo() != -1) {
int n = wi->ammoRemaining();
if (pW->ammo() == 0)
n = 24;
else {
n *= 24;
n /= pW->ammo();
}
for (int k = 0; k < n; k++)
g_Screen.scale2x(366 + i * 32 + k + 4,
308 + j * 32 + 22, 1, 3, data);
}
}
}
示例3: drawAgent
//.........这里部分代码省略.........
menuSprites().drawSpriteXYZ(arms, armsx, armsy, 0, false, true);
menuSprites().drawSpriteXYZ(torso, 224, torsoy, 0, false, true);
menuSprites().drawSpriteXYZ(legs, 224, legsy, 0, false, true);
if (selected->slot(Mod::MOD_CHEST)) {
int chest = selected->slot(Mod::MOD_CHEST)->icon(selected->isMale());
getMenuFont(FontManager::SIZE_1)->drawText(366, 202,
selected->slot(Mod::MOD_CHEST)->getName(), false);
int chestx = 216;
int chesty = 146;
if (!selected->isMale()) {
chestx += 8;
chesty += 2;
}
menuSprites().drawSpriteXYZ(chest, chestx, chesty, 0, false,
true);
}
if (selected->slot(Mod::MOD_HEART)) {
int heart = selected->slot(Mod::MOD_HEART)->icon(selected->isMale());
getMenuFont(FontManager::SIZE_1)->drawText(366, 160,
selected->slot(Mod::MOD_HEART)->getName(), false);
menuSprites().drawSpriteXYZ(heart, 254, 166, 0, false, true);
}
if (selected->slot(Mod::MOD_EYES)) {
int eyes = selected->slot(Mod::MOD_EYES)->icon(selected->isMale());
getMenuFont(FontManager::SIZE_1)->drawText(366, 136,
selected->slot(Mod::MOD_EYES)->getName(), false);
int eyesx = 238;
if (!selected->isMale()) {
eyesx += 2;
}
menuSprites().drawSpriteXYZ(eyes, eyesx, 116, 0, false,
true);
}
if (selected->slot(Mod::MOD_BRAIN)) {
int brain = selected->slot(Mod::MOD_BRAIN)->icon(selected->isMale());
getMenuFont(FontManager::SIZE_1)->drawText(366, 112,
selected->slot(Mod::MOD_BRAIN)->getName(), false);
int brainx = 238;
if (!selected->isMale()) {
brainx += 2;
}
menuSprites().drawSpriteXYZ(brain, brainx, 114, 0, false, true);
}
// restore lines over agent
menu_manager_->blitFromBackground(254, 124, 30, 2);
menu_manager_->blitFromBackground(264, 132, 30, 2);
menu_manager_->blitFromBackground(266, 174, 36, 2);
menu_manager_->blitFromBackground(252, 210, 56, 2);
menu_manager_->blitFromBackground(302, 232, 10, 2);
menu_manager_->blitFromBackground(264, 256, 30, 2);
// draw inventory
screenPoint pos[8];
WeaponInstance * draw_weapons[8];
for (uint8 i = 0; i < 8; ++i) {
draw_weapons[i] = NULL;
}
for (int j = 0, k = 0; j < 2; ++j)
for (int i = 0; i < 4 && (j * 4 + i < selected->numWeapons()); ++i)
{
// TODO: make weapon to be drawn at end
WeaponInstance *wi = selected->weapon(j * 4 + i);
if (wi == weapon_dragged_ && menu_manager_->isMouseDragged()) {
pos[7] = weapon_pos_;
draw_weapons[7] = wi;
} else {
draw_weapons[k] = wi;
screenPoint pos_l = {366 + i * 32, 308 + j * 32};
pos[k] = pos_l;
++k;
}
}
for (uint8 i = 0; i < 8; ++i) {
WeaponInstance *wi = draw_weapons[i];
if (wi) {
Weapon *pW = wi->getWeaponClass();
menuSprites().drawSpriteXYZ(pW->getSmallIconId(),
pos[i].x, pos[i].y, 0, false, true);
uint8 data[3] = {204, 204, 204};
if (pW->ammo() != -1) {
int n = wi->ammoRemaining();
if (pW->ammo() == 0)
n = 24;
else {
n *= 24;
n /= pW->ammo();
}
for (int k = 0; k < n; k++)
g_Screen.scale2x(pos[i].x + k + 4, pos[i].y + 22, 1, 3, data);
}
}
}
}