本文整理汇总了C++中cPlayer::fire方法的典型用法代码示例。如果您正苦于以下问题:C++ cPlayer::fire方法的具体用法?C++ cPlayer::fire怎么用?C++ cPlayer::fire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cPlayer
的用法示例。
在下文中一共展示了cPlayer::fire方法的2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: WinMain
//.........这里部分代码省略.........
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
//=============================TIMING
QueryPerformanceCounter((LARGE_INTEGER*)¤tTime);
float dt = (currentTime - previousTime)*sPC;
// Accumulate how much time has passed.
timeElapsed += dt;
numFrames++;
if(timeElapsed > fpsRate && numFrames>1)
{
//=================================================================================
// XBOX CONTROLS
//=================================================================================
if(Player1->IsConnected()) //Test for controller conection
{
//===========================
// A BUTTON
//===========================
if(Player1->GetState().Gamepad.wButtons & XINPUT_GAMEPAD_A)
{
//=================GAME PLAY
if(!menu && !hScore && !newHScore && !lvComp){
//Counter to limit fire rate
if (fireCounter == 10)
{
//PLAY FIRE SOUND
menuChange.playSound(L"Sounds\\LASER.wav",false);
//Add new shot to vector
theShip.fire(gShots, d3dMgr->getTheD3DDevice());
fireCounter = 0;
}
fireCounter++;
}
//==================Main menu
if(menu)
{
//Counter to limit menu scroll
if(fireCounter == 10){
//Play menu selection soundfx
menuChange.playSound(L"Sounds\\menuChoice.wav",false);
if(menu && menuOpt == 1)
{
//Load game scene
stage1.startLevel();
menu= false;
}
else if(menu && menuOpt == 2)
{
//Load highscore scene
menu = false;
hScore = true;
}
else if(menu && menuOpt == 3)
{
//Exit game
exit(0);
示例2: WndProc
//.........这里部分代码省略.........
menuOpt = 3;
}
else{
menuOpt--;
}
theShip.moveUp();
return 0;
}
if (wParam == 'S')
{
if(newHScore){
//Change letter index
switch(sName){
case 1:
if(nameI == 0)
nameI=25;
else
nameI--;
break;
case 2:
if(nameJ == 0)
nameJ=25;
else
nameJ--;
break;
case 3:
if(nameK == 0)
nameK=25;
else
nameK--;
break;
}
}
//menu selection sound
menuChange.playSound(L"Sounds\\menuChange.wav",false);
//Menu index
if(menuOpt==3)
{
menuOpt = 1;
}
else{
menuOpt++;
}
theShip.moveDown();
return 0;
}
if (wParam == VK_SPACE)
{
if(!menu)
{
//Add single shot to shot collection
theShip.fire(gShots, d3dMgr->getTheD3DDevice());
}
//Play menu confirmation sound fx
//Change scene using menu index
else if(menu && menuOpt == 1)
{
menuChange.playSound(L"Sounds\\menuChoice.wav",false);
menu= false;
}
else if(menu && menuOpt == 2)
{
menuChange.playSound(L"Sounds\\menuChoice.wav",false);
menu = false;
newHScore = true;
}
else if(menu && menuOpt == 3)
{
menuChange.playSound(L"Sounds\\menuChoice.wav",false);
exit(0);
}
return 0;
}
// StringCchPrintf(szTempOutput, STRSAFE_MAX_CCH, TEXT("Mouse: lLastX=%d lLastY=%d\r\n"), LOWORD(lParam), HIWORD(lParam));
OutputDebugString(szTempOutput);
return 0;
}
case WM_CLOSE:
{
// Exit the Game
PostQuitMessage(0);
return 0;
}
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
}
}
// Always return the message to the default window
// procedure for further processing
return DefWindowProc(hWnd, message, wParam, lParam);
}