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C++ sf::RenderWindow类代码示例

本文整理汇总了C++中sf::RenderWindow的典型用法代码示例。如果您正苦于以下问题:C++ RenderWindow类的具体用法?C++ RenderWindow怎么用?C++ RenderWindow使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了RenderWindow类的15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: draw

//Player rendering
void Player::draw(sf::RenderWindow& window, sf::View& view, Level level, string move) {

	//Player control scheme
	if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) || move == "up") {

		//Grounded check
		if (grounded) { 

			//Jump
			velocity.y = -20;
			position.y += 0.5;
			grounded = false;
		}
	}
	else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left) || move == "left") {

		//Move player left
		velocity.x = -7;
	}
	else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right) || move == "right") {
		
		//Move player right
		velocity.x = 7;
	}

	//Add force of gravity to player velocity
	velocity.y += 0.8;
	
	//Position at player center
	int centerX = position.x - (size / 2);
	int centerY = position.y - (size / 2);

	//Dimensions
	int halfSize = size / 2;
	float skin = 2;

	//Nearest tiles for preforming collision checks
	Tile currentTile = level.getTileFromWorld(sf::Vector2f(centerX, centerY));
	Tile below = level.getTileFromWorld(sf::Vector2f(centerX, centerY + (currentTile.size / 2) + velocity.y));
	Tile right = level.getTileFromWorld(sf::Vector2f(centerX + skin + (currentTile.size / 2), centerY));
	Tile top = level.getTileFromWorld(sf::Vector2f(centerX, centerY - skin - (currentTile.size / 2)));
	Tile left = level.getTileFromWorld(sf::Vector2f(centerX - skin - (currentTile.size / 2), centerY));

	//Check bottom collision
	if (below.type != 0 && velocity.y > 0) {
		grounded = true;
		velocity.y = 0;
	}
	else {
		grounded = false;
	}

	//Check top collision
	if (top.type != 0 && velocity.y < 0) velocity.y = 0;
	 
	//Check left collision
	if (left.type != 0 && velocity.x < 0) velocity.x = 0;

	//Check right collision
	if (right.type != 0 && velocity.x > 0) velocity.x = 0;

	//Update player position
	position.y += velocity.y;
	position.x += velocity.x;

	//Update position tracking
	lastX = position.x;

	//Centered camera
	view.setCenter(position);
	
	//Reset x velocity to prevent momentum build up
	velocity.x = 0;
	
	//Render player
	shape.setPosition(position);
	window.draw(shape);
};
开发者ID:Carter-N,项目名称:LearningPlatformer,代码行数:79,代码来源:Player.cpp

示例2: getEvent

void getEvent(sf::Event& event, sf::RenderWindow& window, Input& in)
{
	switch (event.type)
	{
	case sf::Event::Closed:
		window.close();
		break;
	case sf::Event::KeyPressed:
		switch (event.key.code)
		{
		case sf::Keyboard::W: in.W = true; break;
		case sf::Keyboard::A: in.A = true; break;
		case sf::Keyboard::S: in.S = true; break;
		case sf::Keyboard::D: in.D = true; break;

		case sf::Keyboard::Up: in.W = true; break;
		case sf::Keyboard::Left: in.A = true; break;
		case sf::Keyboard::Down: in.S = true; break;
		case sf::Keyboard::Right: in.D = true; break;

		case sf::Keyboard::I: in.record = true; break;
		case sf::Keyboard::O: in.edit = true; break;
		case sf::Keyboard::P: in.predict = true; break;
		case sf::Keyboard::Space: in.reset = true; break;

		case sf::Keyboard::Num0: in.action = 0; break;
		case sf::Keyboard::Num1: in.action = 1; break;
		case sf::Keyboard::Num2: in.action = 2; break;
		case sf::Keyboard::Num3: in.action = 3; break;
		case sf::Keyboard::Num4: in.action = 4; break;
		case sf::Keyboard::Num5: in.action = 5; break;
		case sf::Keyboard::Num6: in.action = 6; break;
		case sf::Keyboard::Num7: in.action = 7; break;
		case sf::Keyboard::Num8: in.action = 8; break;
		case sf::Keyboard::Num9: in.action = 9; break;

		case sf::Keyboard::Numpad0: in.action = 10; break;
		case sf::Keyboard::Numpad1: in.action = 11; break;
		case sf::Keyboard::Numpad2: in.action = 12; break;
		case sf::Keyboard::Numpad3: in.action = 13; break;
		case sf::Keyboard::Numpad4: in.action = 14; break;
		case sf::Keyboard::Numpad5: in.action = 15; break;
		case sf::Keyboard::Numpad6: in.action = 16; break;
		case sf::Keyboard::Numpad7: in.action = 17; break;
		case sf::Keyboard::Numpad8: in.action = 18; break;
		case sf::Keyboard::Numpad9: in.action = 19; break;

		case sf::Keyboard::X: in.zoom += 0.5f; break;
		case sf::Keyboard::Z: in.zoom -= 0.5f; break;

		case sf::Keyboard::F1: in.action = -2;

		default:
			break;
		}
		break;

	case sf::Event::KeyReleased:
		switch (event.key.code)
		{
		case sf::Keyboard::W: in.W = false; break;
		case sf::Keyboard::A: in.A = false; break;
		case sf::Keyboard::S: in.S = false; break;
		case sf::Keyboard::D: in.D = false; break;

		case sf::Keyboard::Up: in.W = false; break;
		case sf::Keyboard::Left: in.A = false; break;
		case sf::Keyboard::Down: in.S = false; break;
		case sf::Keyboard::Right: in.D = false; break;
		default:
			break;
		}
	default:
		break;
	}
}
开发者ID:LarssonEmil,项目名称:ThesisRacing,代码行数:76,代码来源:main.cpp

示例3: Draw

void ParentUI::Draw(sf::RenderWindow &window)
{
	window.draw(*m_arrow);
	window.draw(*m_indicator);
	window.draw(*m_parent_ball);
}
开发者ID:bobn94,项目名称:Playground-Panic,代码行数:6,代码来源:ParentUI.cpp

示例4: draw

void Projectile::draw(sf::RenderWindow & window, float dt)
{
	window.draw(*this->projectileBody);
}
开发者ID:inyeolsohnn,项目名称:ConsoleApp4,代码行数:4,代码来源:Projectile.cpp

示例5: render

void score::render(sf::RenderWindow &app)
    {
        app.draw(_text);
    }
开发者ID:TheCandianVendingMachine,项目名称:Breakout_TCVM,代码行数:4,代码来源:score.cpp

示例6: render

void Block::render(sf::RenderWindow& window){
	window.draw(_block);	
}
开发者ID:minhasg,项目名称:Brick,代码行数:3,代码来源:Block.cpp

示例7: entity_draw

void entity_draw(const Entity& entity, sf::RenderWindow& renderWindow)
{
	renderWindow.draw(entity.sprite);
}
开发者ID:AndrewOvchinnikov,项目名称:DarkRPG,代码行数:4,代码来源:Entity.cpp

示例8: wyswietl

void Button::wyswietl(sf::RenderWindow &okno)
{
    okno.draw(przycisk);
    okno.draw(sprajt);
    okno.draw(napis);
}
开发者ID:MarDom92,项目名称:Last,代码行数:6,代码来源:button.cpp

示例9: renderBackground

void Map::renderBackground(sf::RenderWindow& window) const
{
	window.Draw(*mBackground);
}
开发者ID:TokyoBirdy,项目名称:MasterOfSorcery,代码行数:4,代码来源:Map.cpp

示例10: renderForeground

void Map::renderForeground(sf::RenderWindow& window) const
{
	window.Draw(*mForeground);
}
开发者ID:TokyoBirdy,项目名称:MasterOfSorcery,代码行数:4,代码来源:Map.cpp

示例11: render

void SplashScreen::render(const sf::Time & /*dt*/, sf::RenderWindow &window)
{
    window.draw(text);
}
开发者ID:BarronFritz,项目名称:TileEngine,代码行数:4,代码来源:splashscreen.cpp

示例12: render

void game::render(sf::RenderWindow &window)
{
    window.display();
}
开发者ID:csguth,项目名称:OpenHadouken,代码行数:4,代码来源:game.cpp

示例13: Render

void UnlockPew::Render(sf::RenderWindow &window){
	if (m_active)
		window.draw(pewDropSprite);
}
开发者ID:nebula2,项目名称:Pew,代码行数:4,代码来源:UnlockPew.cpp

示例14: manageEvents

void Game::manageEvents(sf::RenderWindow &window, Character &player, TileMap map)
{

    sf::Event event;
    while (window.pollEvent(event))
    {

    // Close window : exit
    if (event.type == Event::Closed)
    {
        window.close();
        deleteAllMobs();
    }
    
    // Escape pressed : exit
    else if (Keyboard::isKeyPressed(Keyboard::Escape))
    {
        window.close();
        deleteAllMobs();
    }
    //Right arrow : move player right
    else if (Keyboard::isKeyPressed(Keyboard::Right))
    {
        player.getAnimatedWalk().y=48*2;
        player.collisionWithTileManager(map);
        player.moveRight();
        player.canMove();
    }
    //Left arrow : move player left
    else if (Keyboard::isKeyPressed(Keyboard::Left))
    {
        player.getAnimatedWalk().y=48;
        player.collisionWithTileManager(map);
        player.moveLeft();
        player.canMove();
    }
    //Up arrow : move player up
    else if (Keyboard::isKeyPressed(Keyboard::Up))
    {
        player.getAnimatedWalk().y=48*3;
        player.collisionWithTileManager(map);
        player.moveUp();
        player.canMove();
        
    }
    //Down arrow : move player down
    else if (Keyboard::isKeyPressed(Keyboard::Down))
    {
        player.getAnimatedWalk().y=0;
        player.collisionWithTileManager(map);
        player.moveDown();
        player.canMove();
        
    }
    if(Keyboard::isKeyPressed(Keyboard::Right)||Keyboard::isKeyPressed(Keyboard::Left) || //So walk animation only occur
           Keyboard::isKeyPressed(Keyboard::Up)   ||Keyboard::isKeyPressed(Keyboard::Down))  //when pler moved
    {
        //Animates the plaer's movements
        player.getAnimatedWalk().x += 47;
        if(player.getAnimatedWalk().x>=47*2)
        player.getAnimatedWalk().x=0;
            
        player.getSprite().setTextureRect(IntRect(player.getAnimatedWalk().x,player.getAnimatedWalk().y,47,47));
        }
    }

}
开发者ID:MrHade,项目名称:Bound-By-Fate,代码行数:67,代码来源:Game.cpp

示例15: render

void SnakeNode::render(sf::RenderWindow& window)
{
	window.draw(shape_);
}
开发者ID:jhpy1024,项目名称:sfSnakeInvaders,代码行数:4,代码来源:SnakeNode.cpp


注:本文中的sf::RenderWindow类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。