本文整理汇总了C++中screen::pause方法的典型用法代码示例。如果您正苦于以下问题:C++ screen::pause方法的具体用法?C++ screen::pause怎么用?C++ screen::pause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screen
的用法示例。
在下文中一共展示了screen::pause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: reward
// Function that displays a screen for the experience and levels
// gained from the previous battle
void reward()
{
display.Clear();
cout << "Previous Level: " << Play1.level << " Previous XP: " << Play1.experience << endl;
cout << "Gained " << Enem1.xpvalue << " experience!!!" << endl;
Play1.setXP(Enem1.xpvalue);
cout << endl << "Current Experience: " << Play1.experience << endl;
display.pause();
};
示例2: battle
// CurGame's primary method, this encapsulates the entire battle
// routine, the routine ends as soon as the enemy or the player
// reach 0 or less hit points. Returns a boolean to determine if
// the player died during combat or an attempt to run away.
bool battle()
{
// Initialize battle()'s variables to NULL
// maxhp stores the players original max health so the value
// can be restored if the player survives the encounter
int select=0, maxhp=Play1.health;
bool playDeath=false, enemDeath=false;
// Keep fighting until the player runs or someone dies
do
{
// Clear the display to draw the next frame
display.Clear();
// Display the battle screen
select = battleMenu();
// Check which option was chosen
// The enemy is implemented without AI and will follow
// suit with the player, a simple AI would evaluate
// which of its stats are greater than the player's
switch( select )
{
// Strength based attack
case 1:
enemDeath = playAttRound(1);
playDeath = enemAttRound(1);
display.pause();
break;
// Dexterity based attack
case 2:
enemDeath = playAttRound(2);
playDeath = enemAttRound(2);
display.pause();
break;
// Spellcasting (Intelligence based attack)
case 3:
enemDeath = playAttRound(3);
playDeath = enemAttRound(3);
display.pause();
break;
// Attempt to run away from combat
case 4:
// If they successfully run away
if ( run() )
{
Enem1.xpvalue = 0;
cout << "\nYou ran away successfully!!!\n";
display.pause();
return true;
}
// Or else the enemy gets a free attack on the player
else
{
cout << "\nYou failed to get away, the enemy hits you!\n";
playDeath = enemAttRound( randnum(3, 127) );
display.pause();
}
break;
// Let the user know their input is invalid
default:
cout << "\nPlease enter a correct choice!!!\n";
display.pause();
break;
}
// Check to see if either or both of our competitors have died
if( playDeath && enemDeath )
{
cout << "\n\nYou simultaneously strike each other fatally!!! A true warrior's death...\n";
display.pause();
return false;
}
else if( playDeath && !enemDeath )
{
cout << "\n\nYou died!!!\n";
display.pause();
return false;
}
else if( enemDeath && !playDeath )
{
cout << "\n\nYou have slain the " << Enem1.ename << "!!!\n";
// Reset the players health to maximum after combat
Play1.health=maxhp;
display.pause();
return true;
}
}while( !playDeath && !enemDeath );
};