本文整理汇总了C++中sf::Sprite::setPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ Sprite::setPosition方法的具体用法?C++ Sprite::setPosition怎么用?C++ Sprite::setPosition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sf::Sprite
的用法示例。
在下文中一共展示了Sprite::setPosition方法的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: openChest
void openChest(Chestwo, sf::Vector2f Pos, sf::Sprite s)
{
s.setPosition(Pos);
window->draw(s);
}
示例2: supprimerMissile
sf::Sprite Missile::supprimerMissile(sf::Sprite sp)
{
sp.setScale(0.0f, 0.0f);
sp.setPosition(0.0f, 0.0f);
return sp;
}
示例3: drawSpriteAtCell
void GraphicsHandler::drawSpriteAtCell(sf::Sprite &s, std::size_t x, std::size_t y)
{
s.setPosition(x*board_config.cellWidth(), y*board_config.cellHeight());
display.draw(s);
}
示例4: step_back
void character::step_back(){
xpos -= xvel;
ypos -= yvel;
sprite.setPosition(sf::Vector2f(xpos, ypos));
collision_box = sprite.getGlobalBounds();
}
示例5: main
///
/// main function
//
int main()
{
// Initialize the screen
sf::RenderWindow rw(sf::VideoMode(640,496),"Caverns");
global::rwpWindow = &rw;
// Seed the random number generator
ut::seed();
std::cout << "seed: " << ut::current_seed << std::endl;
// Set up fpscalc
FpsCalc::GetInstance()->Init(60);
// Load all the fonts
global::fntMain.loadFromFile("resources/font/pixelette.ttf");
global::fntDeath.loadFromFile("resources/font/trebucbd.ttf");
// Load all the sounds
global::SNDBUF_mine.loadFromFile("resources/sound/mine.wav");
global::SNDBUF_zombie.loadFromFile("resources/sound/zombie.wav");
global::SNDBUF_zombie_omg.loadFromFile("resources/sound/zombie_omg.wav");
global::SNDBUF_player_hit.loadFromFile("resources/sound/player_hit.wav");
global::SNDBUF_player_miss.loadFromFile("resources/sound/player_miss.wav");
global::SNDBUF_player_hurt.loadFromFile("resources/sound/player_hurt.wav");
global::SNDBUF_get_sword.loadFromFile("resources/sound/get_sword.wav");
// Load all the textures
global::TXT_player_down.loadFromFile("resources/texture/player_down.png");
global::TXT_player_up.loadFromFile("resources/texture/player_up.png");
global::TXT_player_left.loadFromFile("resources/texture/player_left.png");
global::TXT_player_right.loadFromFile("resources/texture/player_right.png");
global::TXT_player_down_sword.loadFromFile("resources/texture/player_down_sword.png");
global::TXT_player_right_sword.loadFromFile("resources/texture/player_right_sword.png");
global::TXT_wall.loadFromFile("resources/texture/wall.png");
global::TXT_u_wall.loadFromFile("resources/texture/unbreakable_wall.png");
global::TXT_exit.loadFromFile("resources/texture/exit.png");
global::TXT_lantern.loadFromFile("resources/texture/lantern.png");
global::TXT_chest_closed.loadFromFile("resources/texture/chest_closed.png");
global::TXT_chest_open.loadFromFile("resources/texture/chest_open.png");
global::TXT_menu.loadFromFile("resources/texture/menu.png");
global::TXT_dead.loadFromFile("resources/texture/dead.png");
global::TXT_pause.loadFromFile("resources/texture/paused.png");
global::TXT_zombie_left.loadFromFile("resources/texture/zombie_left.png");
global::TXT_zombie_right.loadFromFile("resources/texture/zombie_right.png");
global::TXT_zombie_left_omg.loadFromFile("resources/texture/zombie_left_omg.png");
global::TXT_zombie_right_omg.loadFromFile("resources/texture/zombie_right_omg.png");
// Set sprites
SPR_menu.setTexture(global::TXT_menu); SPR_menu.setPosition(0,0);
SPR_dead.setTexture(global::TXT_dead); SPR_dead.setPosition(0,0);
SPR_pause.setTexture(global::TXT_pause); SPR_pause.setPosition(0,0);
/////// ///////
// Enter the main loop //
/////// ///////
int loop_return = main_loop();
// Close the screen
global::rwpWindow->close();
// Free all memmory used
FpsCalc::GetInstance()->FreeMemory();
return 0;
}
示例6: update
//Drop item sprite render.
void update(float time) {
//if(~isMarkedForRemoval())
mSprite.setPosition(mRect.left - offsetX, mRect.top - offsetY);
}
示例7: while
int screen_1::Run(sf::RenderWindow &App)
{
hop.setBuffer(hopFile);
trucked.setBuffer(truckedFile);
dunked.setBuffer(dunkedFile);
// Clock
sf:: Clock clock;
sf::Time time;
sf::Time delay;
// Plays Intro
intro.play();
delay = intro.getDuration();
time = clock.getElapsedTime();
// Music
while ( clock.getElapsedTime() <= delay )
{
//cout << "NO";
}
froggerTheme.setVolume(50);
froggerTheme.play();
clock.restart();
sf::Event Event;
bool Running = true;
int sum = 0;// for log testing purposes
int sum2 = 0;
int sum3 = 0;
int sum4 = 0;
int sum5 = 0;
int sum6 = 0;
int sum7 = 0;
int sum8 = 0;
int sum9 = 0;
int sum10 = 0;
while (Running)
{
// Timer Rect and Clock
double time = clock.getElapsedTime().asSeconds();
if(time >= 1.5)
{
timeRect.width = timeRect.width - 2.383;
timer.setTextureRect(timeRect);
clock.restart();
}
if(timeRect.width <= 0)
{
frogOnLily1 = false;
frogOnLily2 = false;
frogOnLily3 = false;
frogOnLily4 = false;
frogOnLily5 = false;
mainPlayer.setNumLives(3);
rectSource.width = 115;
life.setTextureRect(rectSource);
occupied1.setPosition(-100, -100);
occupied2.setPosition(-100, -100);
occupied3.setPosition(-100, -100);
occupied4.setPosition(-100, -100);
occupied5.setPosition(-100, -100);
froggerTheme.pause();
clock.restart();
timeRect.width = 143;
timer.setTextureRect(timeRect);
frogger.setPosition(320, 605);
return 2;
}
// *********************************************************************
// Creating the objects of Object class for continuous movement
//
// Object(double posX, double posY, double speed)
// *********************************************************************
// Trucks
Object t1(130, 420,0.2 );
Object t2(550, 290, 0.2);
// Cars
Object c1(-50, 420, 0.3);
Object c2(280, 289, 0.2);
Object c3(0, 289, 0.2);
// Short Logs
Object sl1(0, 125, 0.2);
Object sl2(200, 61, 0.3);
Object sl3(300, 8, 0.4);
// Long Logs
Object l1(799, 8.3, 0.4);
Object l2(500, 125, 0.2);
// Sets object's direction
t1.moveRight(truck);
t2.moveLeft(truck2);
c1.moveRight(car);
c2.moveLeft(car2);
c3.moveLeft(car3);
//.........这里部分代码省略.........
示例8: CenterSprite
void CenterSprite(sf::Sprite& sprite, const sf::RenderTarget& target)
{
sf::FloatRect sprite_bounds = sprite.getLocalBounds();
sprite.setOrigin(sprite_bounds.left + (sprite_bounds.width/2.0f), sprite_bounds.top + (sprite_bounds.height/2.0f));
sprite.setPosition(sf::Vector2f(target.getSize() / (unsigned)2));
}
示例9: draw
void SpriteManager::draw(sf::Sprite sprite, float x, float y, sf::RenderWindow &window) {
sprite.setPosition(x, y);
window.draw(sprite);
}
示例10: CenterSpriteHor
void CenterSpriteHor(sf::Sprite& sprite, const sf::RenderTarget& target)
{
sf::FloatRect sprite_bounds = sprite.getLocalBounds();
sprite.setOrigin(sprite_bounds.left + (sprite_bounds.width/2.f), 0);
sprite.setPosition(target.getSize().x/2.f, sprite.getPosition().y);
}
示例11: CenterSpriteVert
void CenterSpriteVert(sf::Sprite& sprite, const sf::RenderTarget& target)
{
sf::FloatRect sprite_bounds = sprite.getLocalBounds();
sprite.setOrigin(0, sprite_bounds.top + (sprite_bounds.height/2.f));
sprite.setPosition(sprite.getPosition().x, target.getSize().y/2.f);
}
示例12: id
StateGameMenu::StateGameMenu(State* state, unsigned int id) :
background_state(state), id(id), toggle(true)
{ menu_pointer_sprt.setPosition(208, 178); }
示例13: set_position
void set_position(const sf::Vector2f& position)
{
m_sprite.setPosition(position);
}
示例14: colorizer
MainMenu() : system(TextureManager::instance().getTexture("assets/rticle.png"))
{
pointer.setTexture(TextureManager::instance().getTexture("assets/two_pointer.png"));
//pointer.setPosition(1183, 427);
//system = new thor::ParticleSystem();
emitter.setEmissionRate(0.5f);
emitter.setParticleLifetime( sf::seconds(40) );
emitter.setParticleRotation( thor::Distributions::uniform(0.f, 360.f) );
emitter.setParticlePosition( sf::Vector2f(1260,740) );
emitter.setParticleScale(sf::Vector2f(0.1,0.1));
system.addEmitter(thor::refEmitter(emitter));
thor::ColorGradient gradient;
gradient[0.0f] = sf::Color::Magenta;
gradient[0.1f] = sf::Color::Red;
gradient[0.2f] = sf::Color::Blue;
gradient[0.3f] = sf::Color::Cyan;
gradient[0.4f] = sf::Color::Green;
gradient[0.5f] = sf::Color::Red;
gradient[0.6f] = sf::Color::Magenta;
gradient[0.7f] = sf::Color::Cyan;
gradient[0.8f] = sf::Color::Red;
gradient[0.9f] = sf::Color::Blue;
gradient[1.0f] = sf::Color::Red;
thor::ColorAnimation colorizer(gradient);
thor::FadeAnimation fader(0.1f, 0.1f);
system.addAffector( thor::ScaleAffector(sf::Vector2f(0.1f,0.1)));
system.addAffector( thor::AnimationAffector(fader) );
system.addAffector( thor::AnimationAffector(colorizer) );
sprite = AnimatedSprite(sf::seconds(0.3));
v.setTexture(TextureManager::instance().getTexture("assets/one_upper.png"));
back2.setTexture(TextureManager::instance().getTexture("assets/two_menu.png"));
logo.setTexture(TextureManager::instance().getTexture("assets/one_logo.png"));
press.setTexture(TextureManager::instance().getTexture("assets/one_anybutton.png"));
anim.setSpriteSheet(TextureManager::instance().getTexture("assets/one_animooted.jpg"));
for (int i = 0; i < 5; i++)
{
anim.addFrame(sf::IntRect(0, 800 * i, WIDTH, HEIGHT));
}
sprite.setAnimation(anim);
sprite.setLooped(true);
sprite.play();
logo.setColor(sf::Color(255,255,255,0));
press.setColor(sf::Color(255,255,255,0));
pointer.setColor(sf::Color(255,255,255,0));
press.setPosition(WIDTH/2 - press.getTextureRect().width/2, HEIGHT/2 - press.getTextureRect().height/2 + 100);
pressFading = true;
newLogoY = 800;
oTweener.addTween(&CDBTweener::TWEQ_BACK, CDBTweener::TWEA_INOUT, 2.f, &newLogoY, 0.0f);
first = true;
pressFactor = 0.2;
transition = false;
check = false;
sm.init(sf::Vector2f(WIDTH, HEIGHT));
rt.create(WIDTH, HEIGHT);
MusicManager::instance().playMusicFast("low");
selection = 1;
};
示例15: update
void update(sf::RectangleShape floor[], sf::RectangleShape road[], int floorWidth, int floorHeightPosition, sf::Sprite& rrSprite, double &pos, bool &jumpStatus,
bool& isoverlap, std::stringstream &ss, sf::Clock &clock, sf::Text &textTime, sf::Music& roadrunnerMusic, sf::Music& sanicMusic, sf::Sound& squawkSound,
bool& deathStatus, sf::Sprite& sanicSprite, sf::Sprite& sanicPowerupSprite, bool& sanicPowerupStatus, int& globalSpeed, sf::Time& sanicTime, bool& powerupSpawnStatus,
sf::Time& powerupSpawnTimer, sf::Sprite arrayOfObjectSprite[], bool& boulderSpawnStatus, int numObject, int objStop, sf::Sound& jumpSound, sf::RectangleShape backgroundbox[])
{
//game timer
if (!isoverlap)
{
sf::Time time1 = clock.getElapsedTime();
ss.str(std::string());
ss << setprecision(2) << fixed << static_cast<double>(time1.asSeconds());
textTime.setString(ss.str().c_str());
}
// Return to roadrunner character
if (clock.getElapsedTime() >= sanicTime && sanicPowerupStatus)
{
sanicMusic.pause();
roadrunnerMusic.play();
sanicPowerupStatus = false;
}
// How fast everything moves
if (sanicPowerupStatus && (clock.getElapsedTime() <= sanicTime - sf::seconds(1))) //sanic run speed
globalSpeed = 100;
else
globalSpeed = 15; //roadrunner run speed
// Powerup spawner, checks every 10 seconds
if (clock.getElapsedTime() >= powerupSpawnTimer)
{
powerupSpawnTimer += sf::seconds(10); //time to spawn for every consecutive powerup after the first
powerupSpawnStatus = true;
}
// Powerup spawn chance
if (powerupSpawnStatus)
{
if (rand() % 100 <= 33) // 33% chance to spawn
{
sanicPowerupSprite.setScale(0.05, 0.05);
sanicPowerupSprite.setPosition(floorWidth, 250);
}
powerupSpawnStatus = false;
}
// Sanicpowerup movement, how fast the icon moves
if (sanicPowerupSprite.getPosition().x >= objStop)
sanicPowerupSprite.move(-globalSpeed, 0);
// Roadrunner and sanicpowerup collision
if (overlap(rrSprite, sanicPowerupSprite) && !sanicPowerupStatus)
{
roadrunnerMusic.pause();
sanicMusic.play();
sanicPowerupStatus = true;
sanicTime = clock.getElapsedTime() + sf::seconds(10);
sanicPowerupSprite.setScale(0, 0);
}
//Infinite floor/road
floor[0].move(-globalSpeed, 0);
floor[1].move(-globalSpeed, 0);
road[0].move(-globalSpeed, 0);
road[1].move(-globalSpeed, 0);
if (floor[0].getPosition().x <= -floorWidth)
{
floor[0].setPosition(0, floorHeightPosition);
floor[1].setPosition(floorWidth, floorHeightPosition);
road[0].setPosition(0, floorHeightPosition);
road[1].setPosition(floorWidth, floorHeightPosition);
}
//backgroundbox, movement, infinite background
if (sanicPowerupStatus && (clock.getElapsedTime() <= sanicTime - sf::seconds(1)))
{
backgroundbox[0].move(-globalSpeed / 2 + 10, 0);
backgroundbox[1].move(-globalSpeed / 2 + 10, 0);
}
else
{
backgroundbox[0].move(-globalSpeed + 10, 0);
backgroundbox[1].move(-globalSpeed + 10, 0);
}
if (backgroundbox[0].getPosition().x <= -floorWidth)
{
backgroundbox[0].setPosition(0, -100);
backgroundbox[1].setPosition(floorWidth, -100);
}
// Roadrunner jump
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) && rrSprite.getPosition().y >= 505)
{
jumpStatus = true;
jumpSound.play();
//.........这里部分代码省略.........