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C++ View::getCenter方法代码示例

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


在下文中一共展示了View::getCenter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: setup

void GameCompleteScreen::setup(sf::View view
							   , int sheepHerded)
{
	mBackground.setPosition(view.getCenter());

	sf::Vector2f textPos(view.getCenter());

	float fontSize = mTitleText.getCharacterSize();
	textPos.y -= fontSize;
	mTitleText.setPosition(textPos);
	textPos.y += fontSize;

	mSheepStatText.setString("Sheep Herded " + std::to_string(sheepHerded));
	sf::FloatRect bounds = mSheepStatText.getLocalBounds();
	mSheepStatText.setOrigin(bounds.width / 2.f
							, 0.f);

	fontSize = mSheepStatText.getCharacterSize();
	mSheepStatText.setPosition(textPos);
	textPos.y += fontSize;

	int inc = mMenuText.at(0).getCharacterSize();

	textPos.y += inc;

	for(sf::Text& text : mMenuText)
	{
		text.setPosition(textPos);
		textPos.y += inc;
	}
}
开发者ID:RichardSlade,项目名称:RPG,代码行数:31,代码来源:gameCompleteScreen.cpp

示例2: Drawbackground

void Map::Drawbackground(sf::View& ViewRef, E_Ground Ground)
{
	int MinX, MaxX, MinY, MaxY;
	if (WCR.inMapMaker)
	{
		MinX = (int)((WCR.MMPtr->MapMakrView.getCenter().x - (WCR.MMPtr->MapMakrView.getSize().x / 2)) / CellSize);
		MaxX = (int)((WCR.MMPtr->MapMakrView.getCenter().x + (WCR.MMPtr->MapMakrView.getSize().x / 2)) / CellSize);
		MinY = (int)((WCR.MMPtr->MapMakrView.getCenter().y - (WCR.MMPtr->MapMakrView.getSize().y / 2)) / CellSize);
		MaxY = (int)((WCR.MMPtr->MapMakrView.getCenter().y + (WCR.MMPtr->MapMakrView.getSize().y / 2)) / CellSize);
	}
	else
	{
		MinX = (int)((ViewRef.getCenter().x - ViewRef.getSize().x / 2) / CellSize);
		MaxX = (int)((ViewRef.getCenter().x + ViewRef.getSize().x / 2) / CellSize);
		MinY = (int)((ViewRef.getCenter().y - ViewRef.getSize().y / 2) / CellSize);
		MaxY = (int)((ViewRef.getCenter().y + ViewRef.getSize().y / 2) / CellSize);
	}
	WCR.LimitVariable(0, MapWidth - 1, MinX);
	WCR.LimitVariable(0, MapWidth - 1, MaxX);
	WCR.LimitVariable(0, MapHeight - 1, MinY);
	WCR.LimitVariable(0, MapHeight - 1, MaxY);
	for (int LID = 0; LID < BackgroundMatrix.size(); LID++)
	{
		if (WCR.MMPtr->OnlyShowThisLayer->IsActive() && WCR.inMapMaker && OrderedBackgroundLayers[LID] != WCR.MMPtr->curTileLayer)
			continue;//Skip, not the layer we want.
		int BL_ = BackgroundLayers[OrderedBackgroundLayers[LID]];
		if (Ground == E_vForeground)
		{
			if (BL_ >= 0)
				continue;//Not up to yet
		}
		else if (Ground == E_vMiddleground)
		{
			if (BL_ < 0)
				break;//Gone past
			if (BL_ != 0)
				continue;//Go till found.
		}
		else if (Ground == E_vBackground)
		{
			if (BL_ < 1)
				break;//Gone past
		}
		
		BL_ = OrderedBackgroundLayers[LID];
		for (int i = MinX; i <= MaxX; i++)
			for (int ii = MinY; ii <= MaxY; ii++)
			{
				if (BackgroundMatrix[BL_][i][ii].tileID != -1)//Not empty space.
				{
					WCR.MMPtr->TileSets[BackgroundMatrix[BL_][i][ii].tileSetID].Tiles[BackgroundMatrix[BL_][i][ii].tileID].setPosition(i * CellSize, ii * CellSize);
					WCR.RenderRef.draw(WCR.MMPtr->TileSets[BackgroundMatrix[BL_][i][ii].tileSetID].Tiles[BackgroundMatrix[BL_][i][ii].tileID]);
				}
			}
	}
}
开发者ID:killerloader,项目名称:Random-Uni-Project,代码行数:56,代码来源:Maps.cpp

示例3: isInsideView

inline bool isInsideView(const sf::View& targetView, const sf::FloatRect& boundingBox)
{
	sf::FloatRect view(targetView.getCenter().x - targetView.getSize().x / 2.f,
		targetView.getCenter().y - targetView.getSize().y / 2.f,
		targetView.getSize().x,
		targetView.getSize().y);

	view.left -= VIEW_MARGIN;
	view.top -= VIEW_MARGIN;
	view.width += 2 * VIEW_MARGIN;
	view.height += 2 * VIEW_MARGIN;
	return view.intersects(boundingBox);
}
开发者ID:G-GFFD,项目名称:Cendric2,代码行数:13,代码来源:Screen.cpp

示例4: drawInViewSprites

void drawInViewSprites(sf::RenderWindow &window, sf::View &view,gameMap &map, std::vector< std::vector < sf::Sprite > > &sprites )
{
    int leftX = floor((view.getCenter().x - view.getSize().x/2)/(map.getTile(0).getTileDims().x));
    int rightX = ceil((view.getCenter().x + view.getSize().x/2)/(map.getTile(0).getTileDims().x));
    int upY = floor((view.getCenter().y - view.getSize().y/2)/(map.getTile(0).getTileDims().y));
    int downY = ceil((view.getCenter().y + view.getSize().y/2)/(map.getTile(0).getTileDims().y));
for(int y = upY; y<downY; y++)
{
    for(int x = leftX; x<rightX; x++)
    {
        window.draw(sprites[y][x]);
    }
}
}
开发者ID:liobis,项目名称:TileBasedGame,代码行数:14,代码来源:view_function.cpp

示例5: BonusesPanelUpdate

void BonusesPanelUpdate(BonusesPanel& panel, sf::View view) {
	float view_top = view.getCenter().y - view.getSize().y / 2.f;
	float view_left = view.getCenter().x - view.getSize().x / 2.f;
	panel.sprite.setPosition(view_left + PanelXPos, view_top + PanelYPos);
	sf::FloatRect panel_box = panel.sprite.getGlobalBounds();
	float cell_x = panel_box.left + PanelLeftBorderWidth;
	float cell_y = panel_box.top + PanelTopBorderHeight;
	float delimeter = 0;
	for (size_t i = 0; i < panel.items->size(); i++) {
		if (i != 0) {
			delimeter = CellDelimeterHeight;
		}
		panel.items[0][i]->visual->sprite.setPosition(cell_x, cell_y + (CellHeight * i) + delimeter);
	}
}
开发者ID:Dzzirt,项目名称:Game,代码行数:15,代码来源:bonusses_panel.cpp

示例6: update

void Interface::update(sf::View v)
{
	//Positions the text relative to the view:
	_text[CLOCK].setPosition(
		((v.getCenter().x - (v.getSize().x / 2)) + 5),  //X
		((v.getCenter().y - (v.getSize().y / 2)) + 5)); //Y

	_text[CLOCK_BESTTIME].setPosition(
		(_text[CLOCK].getPosition().x), //X
		(_text[CLOCK].getPosition().y + (_text[CLOCK].getGlobalBounds().height + 2))); //Y	

	_text[FPS].setPosition(
		((v.getCenter().x + (v.getSize().x / 2)) - (_text[FPS].getGlobalBounds().width + 5)),   //X
		((v.getCenter().y + (v.getSize().y / 2)) - (_text[FPS].getGlobalBounds().height + 5))); //Y
}
开发者ID:kirbyUK,项目名称:kurukuru,代码行数:15,代码来源:interface.cpp

示例7: Update

void EffectsHandler::Update(float elapsed, sf::View &view, sf::RenderWindow &rw)
{
    if (effectsList.empty())
    {
        return;
    }
    
    for (std::list<Effect>::iterator it = effectsList.begin(); it != effectsList.end(); it++)
    {
        switch (*it)
        {
            case ZoomIn:
                if (view.getSize().x > rw.getSize().x/2)
                {
                    view.setSize(view.getSize().x-(ZOOM_SPEED_X*elapsed), view.getSize().y-(ZOOM_SPEED_Y*elapsed));
                    view.setCenter(view.getCenter().x, view.getCenter().y-(ZOOM_POS_ABOVE_MIDDLE*elapsed));
                }
                else effectsList.erase(it++);
                break;
                
            case ZoomOut:
                if (view.getSize().x <= rw.getDefaultView().getSize().x &&
                    view.getSize().y <= rw.getDefaultView().getSize().y)	//seems silly to take &window just for getdefaultview.
                {
                    view.setSize(view.getSize().x+(ZOOM_SPEED_X*elapsed), view.getSize().y+(ZOOM_SPEED_Y*elapsed));
                    view.setCenter(view.getCenter().x, view.getCenter().y+(ZOOM_POS_ABOVE_MIDDLE*elapsed));
                }
                else
                {
                    effectsList.erase(it++);
                    view = rw.getDefaultView();
                }
                break;
                
            case Pause:
                totalelapsed += elapsed;
                if (totalelapsed > 1.0f)
                {
                    effectsList.erase(it++);
                    totalelapsed = 0;
                }
                break;
                
            default:
                break;
        }
    }
}
开发者ID:NoahKittleson,项目名称:RPG-Engine,代码行数:48,代码来源:EffectsHandler.cpp

示例8: DrawTheMinimap

void Minimap::DrawTheMinimap(sf::RenderWindow& window, Game& game, sf::View view)
{
	if (ShouldBeUpdated)
	{
		UpdateTheMinimap(game.map);
		ShouldBeUpdated = false;
	}

	MinimapSprite.setPosition(sf::Vector2f(window.getSize().x - 200.f, 50.f));
	window.draw(MinimapSprite);

	MinimapBackground.setPosition(sf::Vector2f(window.getSize().x - 200.f, 50.f));
	

	window.draw(MinimapBackground);
	
	for (int j = 0; j < game.MOBs.size(); j++)
	{
		AllyMobSprite.setPosition(sf::Vector2f(game.MOBs[j]->position.x * MINIMAP_WIDTH / MAP_DIM / TEX_DIM + window.getSize().x - 200.f - 4, game.MOBs[j]->position.y * MINIMAP_WIDTH / MAP_DIM / TEX_DIM + 50.f));
		window.draw(AllyMobSprite);
	}
	for (int j = 0; j < game.structures.size(); j++)
	{
		AllyPlantSprite.setPosition(sf::Vector2f(game.structures[j].position.x * MINIMAP_WIDTH / MAP_DIM + window.getSize().x - 200.f - 4, game.structures[j].position.y * MINIMAP_WIDTH / MAP_DIM + 50.f));
		window.draw(AllyPlantSprite);
	}

	sf::Vector2f ViewSize = view.getSize();
	sf::Vector2f ViewCornerPosition = view.getCenter() - ViewSize / 2.0f;
	MinimapFOVIndicator.setPosition(ViewCornerPosition.x * MINIMAP_WIDTH / MAP_DIM / TEX_DIM + window.getSize().x - 200.f, ViewCornerPosition.y * MINIMAP_WIDTH / MAP_DIM / TEX_DIM + 50.f);
	MinimapFOVIndicator.setSize(sf::Vector2f(ViewSize.x * MINIMAP_WIDTH / MAP_DIM / TEX_DIM, ViewSize.y * MINIMAP_WIDTH / MAP_DIM / TEX_DIM));
	window.draw(MinimapFOVIndicator);

}
开发者ID:choltfo,项目名称:RTSGame,代码行数:34,代码来源:Minimap.cpp

示例9: render

/* ----------------------------------------------------------------------
 * Author: Julian
 * Date: 25 March 2014
 * Description: Renders the light manager
 * ----------------------------------------------------------------------
 */
void LightManager::render(const sf::View& camera)
{
	// Set the view of the camera
	sf::Vector2f cameraPos(camera.getCenter() - sf::Vector2f(context.window->getSize() / 2u));
	context.window->setView(camera);

	// Clear the window to see light only
	//context.window->clear(sf::Color::White);

	// Clear the light texture
	lightTexture.clear();

	// Render all the lights
	for(auto&& light : lightList)
		light.render(camera, lightTexture);

	// Render the dusk color over the light texture
	sf::RectangleShape shape(sf::Vector2f(context.window->getSize()));
	shape.setFillColor(duskColor);
	lightTexture.draw(shape);

	// Render the light texture on the rest of the window with BlendMultiply!
	lightTexture.display();
	sf::Sprite sprite(lightTexture.getTexture());
	sprite.setPosition(cameraPos);
	context.window->draw(sprite, sf::BlendMultiply);
}
开发者ID:TheIllusionistMirage,项目名称:Council-of-Torment,代码行数:33,代码来源:LightManager.cpp

示例10: rysuj_tekst

 void rysuj_tekst( sf::RenderWindow & okno, sf::String _tresc, float x, float y )
 {
     double kamera_xHud = kamera.getCenter().x - kamera.getSize().x/2;
     double kamera_yHud = kamera.getCenter().y - kamera.getSize().y/2;
     tekst.setString( _tresc );
     tekst.setPosition( kamera_xHud + x, kamera_yHud + y );
     okno.draw( tekst );
 }
开发者ID:K0teu,项目名称:Squares-War,代码行数:8,代码来源:hud.hpp

示例11: set_up

void set_up(sf::RenderWindow& window, sf::View& view, sf::Text& winner, std::list<Cycle*>& player)
{
	sf::Vector2u size = window.getSize();
	if (size.x * 3 < size.y * 4)
	{
		view.setSize(v2f(800, (800.f * size.y) / size.x));
		window.setView(view);
	}
	else if (size.x * 3 > size.y * 4)
	{
		view.setSize(v2f((600.f * size.x) / size.y, 600.f));
		window.setView(view);
	}
	for (auto p : player)
		p->set_text_pos(view.getCenter());
	winner.setPosition(view.getCenter());
}
开发者ID:silverhammermba,项目名称:tron2,代码行数:17,代码来源:tron2.cpp

示例12: setView

void Renderer::setView(sf::View const& view)
{
    m_renderer->setView(view);
    m_screenRect = m_renderer->getViewport(view);
    auto center = view.getCenter();
    m_screenRect.left = center.x - m_screenRect.width / 2.f;
    m_screenRect.top = center.y - m_screenRect.height / 2.f;
}
开发者ID:HopsonCommunity,项目名称:ZombieGame,代码行数:8,代码来源:Renderer.cpp

示例13: getViewPosition

        sf::Vector2f getViewPosition(sf::View& view)
        {
            sf::Vector2f center = view.getCenter();

            sf::Vector2f half   = view.getSize() / 2.0f;

            return center - half;
        }
开发者ID:eqstuff,项目名称:tibianer,代码行数:8,代码来源:Utility.hpp

示例14: aktualizuj_hud

 void aktualizuj_hud()
 {
     aktualizuj_kamere();
     double kamera_xHud = kamera.getCenter().x - kamera.getSize().x/2;
     double kamera_yHud = kamera.getCenter().y - kamera.getSize().y/2;
     ustaw_pozycjePaskaHp( kamera_xHud+10 , kamera_yHud + 5 );
     ustaw_pozycjePaskaBonusu( kamera_xHud+30 , kamera_yHud + 440 );
     aktualizuj_timer( 1 );
 }
开发者ID:K0teu,项目名称:Squares-War,代码行数:9,代码来源:hud.hpp

示例15: logic

void Level::logic(sf::View& camera, unsigned int delta)
{
	// Perform actions.
	ActionInterface::logic(*this);

	// Remove all dead entities.
	for(list<Entity*>::iterator it = mDeadEntities.begin(); it != mDeadEntities.end(); it++)
		mRemoveEntity(*it);
	mDeadEntities.clear();

    // Perform all entity logic.
	for(list<Entity*>::iterator it = mEntities.begin(); it != mEntities.end(); it++)
		(*it)->logic(*this, delta);

    // If all items have been picked up, display a floating text and give a bonus.
    if(mPickups.empty() && !mPickupAward)
    {
    	addFloatingText("Level Cleared!", mPlayer.getPosition(), sf::Color::Yellow, 30);
    	distributeChangeScore(250);
    	mPickupAward = true;
    }

    // Perform floating text logic if the interval is passed.
    if(mFloatingTextTimer.getTime() >= FLOATINGTEXT_TIMER_INTERVAL)
    {
    	list<list<sf::Text>::iterator > removeList;
    	for(list<sf::Text>::iterator it = mFloatingTexts.begin(); it != mFloatingTexts.end(); ++it)
    	{
    		it->move(0, -FLOATINGTEXT_MOVE_STEP);
    		sf::Color c = it->getColor();
    		it->setColor(sf::Color(c.r, c.g, c.b, c.a - 3));
    		if(it->getColor().a == 0)
    			removeList.push_back(it);
    	}
    	for(list<list<sf::Text>::iterator >::iterator it = removeList.begin(); it != removeList.end(); ++it)
    		mFloatingTexts.erase(*it);
    	mFloatingTextTimer.start();
    }

	// Center the player on the screen.
	camera.setCenter(mPlayer.getX() + (mPlayer.getWidth() / 2), mPlayer.getY() + (mPlayer.getHeight() / 2));

	// Make sure that the camera doesn't go out of bounds.
	sf::Vector2f center = camera.getCenter(),
				 half(camera.getSize().x / 2, camera.getSize().y / 2);
	if(center.x - half.x < 0)
		center.x = half.x;
	if(center.x + half.x > mMap.getWidth())
		center.x = mMap.getWidth() - half.x;
	if(center.y - half.y < 0)
		center.y = half.y;
	if(center.y + half.y > mMap.getHeight())
		center.y = mMap.getHeight() - half.y;
	camera.setCenter(center);
}
开发者ID:alienjon,项目名称:Escape-,代码行数:55,代码来源:Level.cpp


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