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C++ UnitType::dimensionUp方法代码示例

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


在下文中一共展示了UnitType::dimensionUp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: RenderUnit

void Display::RenderUnit(const Unit & unit)
{
	
	static const float3 factionColors[12] = 
	{
		float3(1,0,0),		float3(0,1,0),			float3(0,1,0.5f),	float3(0.5f,0,1),
		float3(1,0.5f,0),	float3(0.5f,0.25f,0),	float3(1,1,1),		float3(1,1,0),
		float3(0,0,0),		float3(0,0,0),			float3(0,0,0),		float3(0,1,1)
	};
	
	glColor4f(1, 1, 1, 1);
	const int healthBoxHeight = 4;

	const Position			pos(unit.currentPosition(state.getTime()));
	const BWAPI::UnitType	type(unit.type());
	const int				tx(textureSizes[type.getID()].x()/2);
	const int				ty(textureSizes[type.getID()].y()/2);
				
	// unit box will be a square due to having square textures
	const int				x0(pos.x() - type.dimensionUp());
	const int				x1(pos.x() + type.dimensionDown());
	const int				y0(pos.y() - type.dimensionUp());
	const int				y1(pos.y() + type.dimensionDown());

	const int				tx0(pos.x() - tx);
	const int				tx1(pos.x() + tx);
	const int				ty0(pos.y() - ty);
	const int				ty1(pos.y() + ty);

	// if the unit can move right now draw its move
	if (unit.previousActionTime() == state.getTime())
	{
		const UnitAction & move = unit.previousAction();

		if (move.type() == UnitActionTypes::MOVE)
		{
			glColor4f(1, 1, 1, 0.75);
			glBegin(GL_LINES);
				glVertex2i(pos.x(), pos.y());
				glVertex2i(unit.pos().x(), unit.pos().y());
			glEnd( );
		}
		else if (move.type() == UnitActionTypes::ATTACK)
		{
			const Unit &	target(state.getUnit(state.getEnemy(unit.player()), move.index()));
			const Position	targetPos(target.currentPosition(state.getTime()));

			glColor4f(factionColors[unit.player()].x, factionColors[unit.player()].y, factionColors[unit.player()].z, 0.75);
			glBegin(GL_LINES);
				glVertex2i(pos.x(), pos.y());
				glVertex2i(targetPos.x(), targetPos.y());
			glEnd( );

			/*glColor4f(1.0, 0.0, 0.0, 0.25);
			glBegin(GL_QUADS);
				glVertex2i(targetPos.x()-type.dimensionUp(),targetPos.y()-type.dimensionUp());
				glVertex2i(targetPos.x()-type.dimensionUp(),targetPos.y()+type.dimensionUp());
				glVertex2i(targetPos.x()+type.dimensionUp(),targetPos.y()+type.dimensionUp());
				glVertex2i(targetPos.x()+type.dimensionUp(),targetPos.y()-type.dimensionUp());
			glEnd();*/
		}
		else if (move.type() == UnitActionTypes::HEAL)
		{
			const Unit &	target(state.getUnit(unit.player(), move.index()));
			const Position	targetPos(target.currentPosition(state.getTime()));

			glColor4f(factionColors[unit.player()].x, factionColors[unit.player()].y, factionColors[unit.player()].z, 0.75);
			glBegin(GL_LINES);
				glVertex2i(pos.x(), pos.y());
				glVertex2i(targetPos.x(), targetPos.y());
			glEnd( );

			/*glColor4f(0.0, 1.0, 0.0, 0.25);
			glBegin(GL_QUADS);
				glVertex2i(targetPos.x()-type.dimensionUp(),targetPos.y()-type.dimensionUp());
				glVertex2i(targetPos.x()-type.dimensionUp(),targetPos.y()+type.dimensionUp());
				glVertex2i(targetPos.x()+type.dimensionUp(),targetPos.y()+type.dimensionUp());
				glVertex2i(targetPos.x()+type.dimensionUp(),targetPos.y()-type.dimensionUp());
			glEnd();*/
		}
	}
			
	// draw the unit's texture
	glEnable( GL_TEXTURE_2D );
		glColor4f(1, 1, 1, 0.75);
		glBindTexture( GL_TEXTURE_2D, unit.type().getID() );
		glBegin( GL_QUADS );
			glTexCoord3d(0.0,0.0,.5); glVertex2i(tx0,ty0);
			glTexCoord3d(1.0,0.0,.5); glVertex2i(tx1,ty0);
			glTexCoord3d(1.0,1.0,.5); glVertex2i(tx1,ty1);
			glTexCoord3d(0.0,1.0,.5); glVertex2i(tx0,ty1);
		glEnd();
	glDisable( GL_TEXTURE_2D );

	if (unit.player() == Players::Player_None)
	{
		return;
	}

	// draw the unit HP box
//.........这里部分代码省略.........
开发者ID:carriercomm,项目名称:sparcraft-clustering,代码行数:101,代码来源:Display.cpp


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