本文整理汇总了C++中player::getSprites方法的典型用法代码示例。如果您正苦于以下问题:C++ player::getSprites方法的具体用法?C++ player::getSprites怎么用?C++ player::getSprites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player
的用法示例。
在下文中一共展示了player::getSprites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: setPlayerSprites
//initialize player - more to come, for now just animations
void setPlayerSprites()
{
if (mainPlayer.getCharName().compare("Flu") == 0)
{
mainPlayer.loadPlayerSprites(6);
mainPlayer.getSprites()[0] = SOIL_load_OGL_texture("Textures/Flu.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
mainPlayer.getSprites()[1] = SOIL_load_OGL_texture("Textures/Fluattack1.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
mainPlayer.getSprites()[2] = SOIL_load_OGL_texture("Textures/Fluattack2.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
mainPlayer.getSprites()[3] = SOIL_load_OGL_texture("Textures/Fluattack3.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
mainPlayer.getSprites()[4] = SOIL_load_OGL_texture("Textures/Fluattack4.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
mainPlayer.getSprites()[5] = SOIL_load_OGL_texture("Textures/Fluattack5.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
}
}
示例2: drawPlayer
void drawPlayer()
{
int x, y, r;
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//get players position
x = (int)mainPlayer.getPosition().x;
y = (int)mainPlayer.getPosition().y;
r = (int)mainPlayer.getRadius();
//start drawing the player
glPushMatrix();
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_MODELVIEW);
//for rotation
if (wasclicked_RB == true || follow == true)
{
float PI = (float)3.14159265;
float dy, dx;
if (follow == true)
{
dy = (enemy[chase].getPosition().y - y);
dx = (enemy[chase].getPosition().x - x);
}
else
{
dy = (mouse.y - y);
dx = (mouse.x - x);
}
//find angle of rotation, if dx is 0 then you cant divide by 0 so set angle to 180
if (dx == 0)
{}
else
angle = atan(dy / dx) * 180/PI + 90;
//if dx is negative then we have to compensate the angle to go left
if (dx < 0)
angle += 180;
}
//draw the player texture
glBindTexture(GL_TEXTURE_2D, mainPlayer.getSprites()[player_animation_select]);
//translate the player to the origin
glTranslatef((GLfloat)x,(GLfloat)y, (GLfloat)0.0f);
//rotate player
glRotatef(angle,0,0,1);
//draw player
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f((GLfloat)(-r), (GLfloat)(r));
glTexCoord2f(1, 0);
glVertex2f((GLfloat)(r), (GLfloat)(r));
glTexCoord2f(1, 1);
glVertex2f((GLfloat)(r), (GLfloat)(-r));
glTexCoord2f(0, 1);
glVertex2f((GLfloat)(-r), (GLfloat)(-r));
glEnd();
glDisable(GL_TEXTURE_2D);
//reset the screen so only player rotated
glPopMatrix();
//flush the buffer
glFlush();
}