本文整理汇总了C++中World::GetHeight方法的典型用法代码示例。如果您正苦于以下问题:C++ World::GetHeight方法的具体用法?C++ World::GetHeight怎么用?C++ World::GetHeight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World
的用法示例。
在下文中一共展示了World::GetHeight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 MouseSystem::Update()
{
World* world = engine->GetContext()->GetWorld();
//Grids made as boundaries for the level
Grid upperLeft(0, 0);
Grid bottomRight(world->GetHeight(), world->GetWidth());
if (engine->GetContext()->GetGameState() == Context::PL_PLAY)
{
//Hover event
if (al->IsMouseEvent()) {
ALLEGRO_EVENT ev = al->GetCurrentEvent();
Vector2 vector2(ev.mouse.x, ev.mouse.y);
Grid grid = Graphics::Instance().FromPx(vector2);
if (grid < bottomRight && grid >= upperLeft) {
//Update the old position of the selectionTile.
Entity* selectedTile = engine->GetEntityStream()->EntityWithTags({ Component::SELECTION, Component::HOVER });
PositionComponent* pc = dynamic_cast<PositionComponent*>(selectedTile->GetComponent(Component::POSITION));
pc->pos = Graphics::Instance().ToPx(grid);
engine->UpdateEntity(selectedTile);
}
}
//Click Event
else if (al->IsMouseClickEvent())
{
// left click
if (al->GetCurrentEvent().mouse.button == 1) {
ALLEGRO_EVENT ev = al->GetCurrentEvent();
Vector2 vector2(ev.mouse.x, ev.mouse.y);
Grid grid = Graphics::Instance().FromPx(vector2);
if (grid < bottomRight && grid >= upperLeft)
{
//Select a tile by getting it from the matrix in world and checking the entitystream to know if there's a unit on the tile.
Entity* tile = world->getEntity(grid.row, grid.col);
std::set<Entity*> entities = engine->GetEntityStream()->WithTag(Component::UNIT);
for (Entity* ent : entities) {
PositionComponent* position = dynamic_cast<PositionComponent*>(ent->GetComponent(Component::POSITION));
if (grid == Graphics::Instance().FromPx(position->pos)) {
tile = ent;
}
}
//There was a unit selected.
Entity* currentUnit = engine->GetEntityStream()->EntityWithTags({ Component::SELECTION, Component::UNIT });
if (currentUnit != NULL) {
//Attack
if (tile->GetComponent(Component::UNIT) != NULL &&
((UnitComponent*)tile->GetComponent(Component::UNIT))->player == Entity::Player::AI) {
Attack(currentUnit, vector2, tile);
}
else if (tile->GetComponent(Component::UNIT) != NULL &&
((UnitComponent*)tile->GetComponent(Component::UNIT))->player == Entity::Player::HUMAN &&
((UnitComponent*)tile->GetComponent(Component::UNIT))->type != Entity::UnitType::HQ &&
((UnitComponent*)tile->GetComponent(Component::UNIT))->ap>0) {
SelectUnit(tile);
}
//Move the unit.
else if (tile->GetComponent(Component::UNIT) == NULL) {
//Calculate path to selected tile
std::vector<Grid> path = engine->GetContext()->GetPathfinder()->FindPath(currentUnit, tile);
Move(currentUnit, vector2, path);
}
}
//There was no unit selected.
else
{
//Select the unit if its a unit. The unit should not be a HQ.
if (tile->GetComponent(Component::UNIT) != NULL
&& ((UnitComponent*)tile->GetComponent(Component::UNIT))->player == Entity::Player::HUMAN
&& ((UnitComponent*)tile->GetComponent(Component::UNIT))->type != Entity::UnitType::HQ
&& ((UnitComponent*)tile->GetComponent(Component::UNIT))->ap > 0
)
{
SelectUnit(tile);
}
}
}
}
// right click
else if (al->GetCurrentEvent().mouse.button == 2)
{
DeselectCurrentUnit();
}
}
}
}