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C++ unit::xp_color方法代码示例

本文整理汇总了C++中unit::xp_color方法的典型用法代码示例。如果您正苦于以下问题:C++ unit::xp_color方法的具体用法?C++ unit::xp_color怎么用?C++ unit::xp_color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unit的用法示例。


在下文中一共展示了unit::xp_color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:

static std::string format_stats(const unit& u)
{
	const std::string name = "<span size='large'>" + (!u.name().empty() ? u.name() : " ") + "</span>";
	std::string traits;

	BOOST_FOREACH(const std::string& trait, u.get_traits_list()) {
		traits += (traits.empty() ? "" : ", ") + trait;
	}

	if (traits.empty()) {
		traits = " ";
	}

	std::stringstream str;

	str << name << "\n";

	str << "<small>";

	str << "<span color='#f5e6c1'>" << u.type_name() << "</span>" << "\n";

	str << "Lvl " << u.level() << "\n";

	str << u.alignment() << "\n";

	str << traits << "\n";

	str << font::span_color(u.hp_color()) 
		<< _("HP: ") << u.hitpoints() << "/" << u.max_hitpoints() << "</span>" << "\n";
	str << font::span_color(u.xp_color()) 
		<< _("XP: ") << u.experience() << "/" << u.max_experience() << "</span>" << "\n";

	str << "</small>" << "\n";

	return str.str();
}
开发者ID:MysteryPoo,项目名称:wesnoth,代码行数:36,代码来源:unit_attack.cpp

示例2: redraw_unit

void unit_drawer::redraw_unit (const unit & u) const
{
	unit_animation_component & ac = u.anim_comp();
	map_location loc = u.get_location();

	int side = u.side();

	bool hidden = u.get_hidden();
	bool is_flying = u.is_flying();
	map_location::DIRECTION facing = u.facing();
	int hitpoints = u.hitpoints();
	int max_hitpoints = u.max_hitpoints();
	int movement_left = u.movement_left();
	int total_movement = u.total_movement();

	bool can_recruit = u.can_recruit();
	bool can_advance = u.can_advance();

	int experience = u.experience();
	int max_experience = u.max_experience();

	bool emit_zoc = u.emits_zoc();

	SDL_Color hp_color=u.hp_color();
	SDL_Color xp_color=u.xp_color();

	std::string ellipse=u.image_ellipse();

	if ( hidden || is_blindfolded || !u.is_visible_to_team(viewing_team_ref,map, show_everything) )
	{
		ac.clear_haloes();
		if(ac.anim_) {
			ac.anim_->update_last_draw_time();
		}
		return;
	}

	if (!ac.anim_) {
		ac.set_standing();
		if (!ac.anim_) return;
	}

	if (ac.refreshing_) return;
	ac.refreshing_ = true;

	ac.anim_->update_last_draw_time();
	frame_parameters params;
	const t_translation::t_terrain terrain = map.get_terrain(loc);
	const terrain_type& terrain_info = map.get_terrain_info(terrain);

	// do not set to 0 so we can distinguish the flying from the "not on submerge terrain"
	// instead use -1.0 (as in "negative depth", it will be ignored by rendering)
	params.submerge= is_flying ? -1.0 : terrain_info.unit_submerge();

	if (u.invisible(loc) &&
			params.highlight_ratio > 0.5) {
		params.highlight_ratio = 0.5;
	}
	if (loc == sel_hex && params.highlight_ratio == 1.0) {
		params.highlight_ratio = 1.5;
	}

	int height_adjust = static_cast<int>(terrain_info.unit_height_adjust() * zoom_factor);
	if (is_flying && height_adjust < 0) {
		height_adjust = 0;
	}
	params.y -= height_adjust;
	params.halo_y -= height_adjust;

	int red = 0,green = 0,blue = 0,tints = 0;
	double blend_ratio = 0;
	// Add future colored states here
	if(u.poisoned()) {
		green += 255;
		blend_ratio += 0.25;
		tints += 1;
	}
	if(u.slowed()) {
		red += 191;
		green += 191;
		blue += 255;
		blend_ratio += 0.25;
		tints += 1;
	}
	if(tints > 0) {
		params.blend_with = disp.rgb((red/tints),(green/tints),(blue/tints));
		params.blend_ratio = ((blend_ratio/tints));
	}

	//hackish : see unit_frame::merge_parameters
	// we use image_mod on the primary image
	// and halo_mod on secondary images and all haloes
	params.image_mod = u.image_mods();
	params.halo_mod = u.TC_image_mods();
	params.image= u.default_anim_image();


	if(u.incapacitated()) params.image_mod +="~GS()";
	params.primary_frame = t_true;

//.........这里部分代码省略.........
开发者ID:ArtBears,项目名称:wesnoth,代码行数:101,代码来源:drawer.cpp

示例3: set_displayed_unit

void tunit_preview_pane::set_displayed_unit(const unit& u)
{
	// Sets the current type id for the profile button callback to use
	current_type_ = u.type_id();

	if(icon_type_) {
		std::string mods = u.image_mods();

		if(u.can_recruit()) {
			mods += "~BLIT(" + unit::leader_crown() + ")";
		}

		for(const std::string& overlay : u.overlays()) {
			mods += "~BLIT(" + overlay + ")";
		}

		mods += "~SCALE_INTO_SHARP(144,144)" + image_mods_;

		icon_type_->set_label(u.absolute_image() + mods);
	}

	if(label_name_) {
		std::string name;
		if(!u.name().empty()) {
			name = "<span size='large'>" + u.name() + "</span>" + "\n" + "<small><span color='#a69275'>" + u.type_name() + "</span></small>";
		} else {
			name = "<span size='large'>" + u.type_name() + "</span>\n";
		}

		label_name_->set_label(name);
		label_name_->set_use_markup(true);
	}

	if(label_level_) {
		std::string l_str = vgettext("Lvl $lvl", {{"lvl", std::to_string(u.level())}});

		label_level_->set_label("<b>" + l_str + "</b>");
		label_level_->set_use_markup(true);
	}

	if(icon_race_) {
		icon_race_->set_label("icons/unit-groups/race_" + u.race()->id() + "_30.png");
		icon_race_->set_tooltip(u.race()->name(u.gender()));
	}

	if(icon_alignment_) {
		const std::string& alignment_name = u.alignment().to_string();

		icon_alignment_->set_label("icons/alignments/alignment_" + alignment_name + "_30.png");
		icon_alignment_->set_tooltip(unit_type::alignment_description(
			u.alignment(),
			u.gender()));
	}

	if(label_details_minimal_) {
		std::stringstream str;

		const std::string name = "<span size='large'>" + (!u.name().empty() ? u.name() : " ") + "</span>";
		str << name << "\n";

		str << "<span color='#a69275'>" << u.type_name() << "</span>" << "\n";

		str << "Lvl " << u.level() << "\n";

		str << u.alignment() << "\n";

		str << utils::join(u.trait_names(), ", ") << "\n";

		str << font::span_color(u.hp_color())
			<< _("HP: ") << u.hitpoints() << "/" << u.max_hitpoints() << "</span>" << "\n";

		str << font::span_color(u.xp_color())
			<< _("XP: ") << u.experience() << "/" << u.max_experience() << "</span>";

		label_details_minimal_->set_label(str.str());
		label_details_minimal_->set_use_markup(true);
	}

	if(tree_details_) {
		std::stringstream str;
		str << "<small>";

		str << font::span_color(u.hp_color())
			<< "<b>" << _("HP: ") << "</b>" << u.hitpoints() << "/" << u.max_hitpoints() << "</span>" << " | ";

		str << font::span_color(u.xp_color())
			<< "<b>" << _("XP: ") << "</b>" << u.experience() << "/" << u.max_experience() << "</span>" << " | ";

		str << "<b>" << _("MP: ") << "</b>"
			<< u.movement_left() << "/" << u.total_movement();

		str << "</small>";

		tree_details_->clear();

		add_name_tree_node(
			tree_details_->get_root_node(),
			"item",
			str.str()
		);
//.........这里部分代码省略.........
开发者ID:aquileia,项目名称:wesnoth,代码行数:101,代码来源:unit_preview_pane.cpp


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