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C++ setAnimation函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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



在下文中一共展示了setAnimation函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: find_target

void AGENT::update_fight(GROUP* target_group)
{
	// get target
	AGENT * t = find_target(target_group); //group->is_single_unit() ? find_target(target_group) : find_target_random(target_group);
	if (!t) return; // didn't find one

	// fight
	move_mult(collision ? 3.0 : 1.0);
	set_dest(t->get_x(), t->get_y());
	if (dist_dest() > (t->getRadius() + getRadius()) * 2) { // move to target
		fight_timer--;
		if (!collision) move((int)get_dest_x(), (int)get_dest_y(), true); // move
		else collision_avoid(); // collision avoid
		state = AGENT::READY_FIGHT;
		setAnimation(is_stuckcounter() ? ANIMATION_DATA::STAND : ANIMATION_DATA::MOVE, true);
	} else { // at target
		move_stop();
		state = AGENT::FIGHTING;
		if (is_near_dest_angle(45)) { // deal damage
			set_dest(x, y);
			t->hurt_by(unitData->damage, this);
			setAnimation(ANIMATION_DATA::ATTACK, true);
		} else { // face target
			fight_timer--;
			rotate_towards((int)get_angle_dest());
			if (!is_near_dest_angle(90)) setAnimation(ANIMATION_DATA::STAND, true);
		}
	}

	// single units sync group position with their own
	if (group->is_single_unit()) group->sync_to(this);

	// update gemeric stuff
	update();
}
开发者ID:destrojan,项目名称:wotwar,代码行数:35,代码来源:agent.cpp


示例2: setAnimation

void Arrow::load_animations(AnimationHolder *animHolder)
{
	if (dir_facing & DIR_LEFT)
		setAnimation(animHolder->get_anim(ANIM_ARROW_LEFT));
	else
		setAnimation(animHolder->get_anim(ANIM_ARROW_RIGHT));
}
开发者ID:happypandaface,项目名称:sdl_wii,代码行数:7,代码来源:arrow.cpp


示例3: init

void CC3PODMeshNode::initAtIndex( GLint aPODIndex, CC3PODResource* aPODRez )
{
    init();
    setPodIndex( aPODIndex );
    
    SPODNode* pmn = (SPODNode*)getNodePODStructAtIndex( aPODIndex, aPODRez );
    
    //LogRez(@"Creating %@ at index %i from: %@", [self class], aPODIndex, NSStringFromSPODNode(psn));
    setName( pmn->pszName );
    setPodContentIndex( pmn->nIdx );
    setPodParentIndex( pmn->nIdxParent );
    
    if ( pmn->pfAnimPosition )
        setLocation( *(CC3Vector*)pmn->pfAnimPosition );
    if ( pmn->pfAnimRotation )
        setQuaternion( *(CC3Quaternion*)pmn->pfAnimRotation );
    if ( pmn->pfAnimScale )
        setScale( *(CC3Vector*)pmn->pfAnimScale );
    
    if ( CC3PODNodeAnimation::sPODNodeDoesContainAnimation((PODStructPtr)pmn) )
        setAnimation( CC3PODNodeAnimation::animationFromSPODNode( (PODStructPtr)pmn, aPODRez->getAnimationFrameCount() ) );
    else if (aPODRez->shouldFreezeInanimateNodes())
        setAnimation( CC3FrozenNodeAnimation::animationFromNodeState( this ) );

	// If this node has a mesh, build it
	if (getPodContentIndex() >= 0) {
		setMesh( aPODRez->getMeshAtIndex( getPodContentIndex() ) );
	}
	// If this node has a material, build it
	setPodMaterialIndex( pmn->nIdxMaterial );
	if (getPodMaterialIndex() >= 0)
		setMaterial( (CC3PODMaterial*)aPODRez->getMaterialAtIndex( getPodMaterialIndex() ) );
}
开发者ID:HerdiandKun,项目名称:cocos3d-x,代码行数:33,代码来源:CC3PODMeshNode.cpp


示例4: setAnimation

void Robot_Soldier::updateGameObject(float delta) {


  if (AI_STATE != AI_DEAD) {
    if (HP <= 0) {
      AI_STATE = AI_DEAD;
      auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
      audio->setEffectsVolume(0.2f);
      audio->playEffect("explosion.aif");
      if (hsp >= 0) {
        setAnimation("robSol_Dead");
        player_sprite->setScaleX(1);
      }
      else {
        setAnimation("robSol_Dead");
        player_sprite->setScaleX(-1);
      }

      return;

    }
    if (hsp > 0) {
      setAnimation("robSol_WalkRight");
      player_sprite->setScaleX(1);
    }
    else {
      setAnimation("robSol_WalkLeft");
      player_sprite->setScaleX(-1);
    }
  }
  else {
    hsp *= 0.98;
  }
}
开发者ID:Cedfelt,项目名称:Outer-Space-2D,代码行数:34,代码来源:Robot_Soldier.cpp


示例5: setAnimation

void CSimpleEnemy::updateAnimationsCallback(const Ogre::Real fTime) {
    for (CWorldEntity *pEnt : dynamic_cast<CharacterControllerPhysics*>(mCCPhysics)->getCollidingWorldEntities()) {
        if (dynamic_cast<CCharacter*>(pEnt) && dynamic_cast<CCharacter*>(pEnt)->getFriendOrEnemyState() == FOE_FRIENDLY) {
            pEnt->hit(CDamage(DMG_SWORD, m_pSceneNode->getOrientation().zAxis()));
        }
    }

    CSimpleEnemyController::EKIState eKIState = dynamic_cast<CSimpleEnemyController*>(m_pCharacterController)->getCurrentKIState();
    if (eKIState == CSimpleEnemyController::KI_PATROLING || eKIState == CSimpleEnemyController::KI_WALK_TO_PLAYER) {
        if (m_uiAnimID != SE_ANIM_WALK) {
            setAnimation(SE_ANIM_WALK, true);
        }
    }
    else if (eKIState == CSimpleEnemyController::KI_SCOUTING) {
        if (m_uiAnimID != SE_ANIM_SCOUT) {
            setAnimation(SE_ANIM_SCOUT, true);
        }
    }

    const Ogre::Vector3 vDir = m_pBodyEntity->getParentNode()->convertLocalToWorldOrientation(m_pBodyEntity->getSkeleton()->getBone(PERSON_RIGHT_HANDLE)->_getDerivedOrientation()).yAxis();
    const Ogre::Vector3 vPos = m_pBodyEntity->getParentNode()->convertLocalToWorldPosition(m_pBodyEntity->getSkeleton()->getBone(PERSON_RIGHT_HANDLE)->_getDerivedPosition());

    DebugDrawer::getSingleton().drawLine(vPos, vPos + vDir * 0.1, Ogre::ColourValue::Blue);
    createDamage(Ogre::Ray(vPos, vDir * 0.1), CDamage(DMG_SWORD, m_pSceneNode->getOrientation().zAxis()));
}
开发者ID:PaulineMitchell,项目名称:Zelda,代码行数:25,代码来源:SimpleEnemy.cpp


示例6: switch

void Game::onKeyboardKey(KeyboardCodes::Key key, bool pressed)
{
	switch (key)
	{
		case KeyboardCodes::Key::Escape: window.postClose();
			break;
		case KeyboardCodes::Key::W:
			if (pressed)
				setAnimation(6);
			else
				setAnimation(-1u);
			//setAnimation(pressed ? "Walk" : nullptr);
			walking = pressed;
			break;
		case KeyboardCodes::Key::Space:
			if (pressed)
			{
				setAnimation(5);
				walking = false;
			}
			break;
		case KeyboardCodes::Key::LShift:
			cameraMode = pressed;
			break;
		case KeyboardCodes::Key::RShift:
			camera2->getFrustum().addConvexPoint(vector3f(-1., 0., 0.));
			break;
	}
}
开发者ID:habanero3d,项目名称:habanero3d-current,代码行数:29,代码来源:game.cpp


示例7: ShooterEnemy_onFrame

void ShooterEnemy_onFrame( Object* e )
{
    const int STATE_MOVING = 0;
    const int STATE_ATTACK1 = MS_TO_FRAMES(750);
    const int STATE_ATTACK2 = MS_TO_FRAMES(1000);

    if (e->state <= STATE_MOVING) {
        if (isVisible(e, (Object*)&player)) {
            Object* shot = createObject(level, TYPE_ICESHOT, 0, 0);
            shot->x = e->anim.direction > 0 ? e->x + e->type->width : e->x - e->type->width;
            shot->y = e->y;
            shot->vx *= e->anim.direction;
            shot->anim.direction = e->anim.direction;
            e->state = STATE_MOVING + 1;
        } else if (move(e, e->vx, e->vy, 1)) {
            e->vx = -e->vx;
            e->anim.direction = -e->anim.direction;
        }
        setAnimation(e, 1, 2, 24);

    } else if (e->state <= STATE_ATTACK1) {
        setAnimation(e, 4, 4, 24);

    } else if (e->state <= STATE_ATTACK2) {
        setAnimation(e, 1, 1, 24);

    } else {
        e->state = STATE_MOVING;
    }

    e->state += e->state > STATE_MOVING;
}
开发者ID:artureganyan,项目名称:sdl-platformer,代码行数:32,代码来源:objects.c


示例8: setAnimation

void
Trundler::update()
{
  // MOVE IT
  int oldX = x;
  int oldY = y;

  int animMap[] = {TRUNDLER_RIGHT, TRUNDLER_LEFT};

  if(inAir)
    {
      // Fall
      field->moveCollidableRel(this, 0, yvel);

      if(yvel < 4 && --yvelTimer == 0)
	{
	  yvel++;

	  yvelTimer = TRUNDLER_FALL_DELAY;
	}

      // See if we've landed
      if(oldY == y)
	{
	  inAir = false;
	  setAnimation(animMap[dir]);
	}
    }
  else
    {
      // Move in 'dir' direction
      int dirMap[] = {1, -1};
      TrundlerDir dirChangeMap[] = {TRUNDLE_LEFT, TRUNDLE_RIGHT};

      field->moveCollidableRel(this, dirMap[dir], 0);
      if(oldX == x)
	{
	  dir = dirChangeMap[dir];
	  setAnimation(animMap[dir]);
	}
    }

  // See if we're now suddenly in the air
  if(!inAir)
    {
      if(field->blockEmpty((x+boxX)/32, (y+boxY+boxHeight)/32)
	 && field->blockEmpty((x+boxX+boxWidth-1)/32, (y+boxY+boxHeight)/32))
	{
	  inAir = true;

	  setAnimation(TRUNDLER_PAUSE);

	  yvel = 1;
	  yvelTimer = TRUNDLER_FALL_DELAY;
	}
    }
}
开发者ID:remar,项目名称:castle,代码行数:57,代码来源:Trundler.cpp


示例9: setAnimation

void Player::endLevel(GameProperties* gameProps)
{
	pi->playerDied(this);
	ending_level = 1;
	end_level_anim_time = 0;
	if (dir_facing & DIR_RIGHT)
		setAnimation(gameProps->getAnimHolder(), ANIM_PLAYER_CUT_UP_RIGHT);
	if (dir_facing & DIR_LEFT)
		setAnimation(gameProps->getAnimHolder(), ANIM_PLAYER_CUT_UP_LEFT);
}
开发者ID:happypandaface,项目名称:sdl_wii,代码行数:10,代码来源:player.cpp


示例10: millis

bool AlaLedRgb::runAnimation()
{
    // skip the refresh if not enough time has passed since last update
	unsigned long cTime = millis();
	if (cTime < lastRefreshTime + refreshMillis)
		return false;
	
	// calculate real refresh rate
	refreshRate = 1000/(cTime - lastRefreshTime);
	
	lastRefreshTime = cTime;
	
    
	if (animSeqLen != 0)
    {
		if(animSeq[currAnim].duration == 0)
		{
			setAnimation(animSeq[currAnim].animation, animSeq[currAnim].speed, animSeq[currAnim].palette);
		}
		else
		{
			long c = 0;
			long t = cTime % animSeqDuration;
			for(int i=0; i<animSeqLen; i++)
			{
				if (t>=c && t<(c+animSeq[i].duration))
				{
					setAnimation(animSeq[i].animation, animSeq[i].speed, animSeq[i].palette);
					break;
				}
				c = c + animSeq[i].duration;
			}
		}
    }
    
    if (animFunc != NULL)
    {
		(this->*animFunc)();

		// use an 8 bit shift to divide by 256
		
		if((driver==ALA_PWM) || (driver==ALA_BP))
		{
			int offset = 0;
			if (driver==ALA_BP)
				offset = 255;
			
			for(int i=0; i<numLeds; i++)
			{
				int j = 3*i;
				analogWrite(pins[j],   offset - (leds[i].r*maxOut.r)>>8);
				analogWrite(pins[j+1], offset - (leds[i].g*maxOut.g)>>8);
				analogWrite(pins[j+2], offset - (leds[i].b*maxOut.b)>>8);
			}
		}
开发者ID:SnowsongWolf,项目名称:ALA,代码行数:55,代码来源:AlaLedRgb.cpp


示例11: init

void CC3PODLight::initAtIndex( GLint aPODIndex, CC3PODResource* aPODRez )
{
    init();
    setPodIndex( aPODIndex );
    
    SPODNode* psn = (SPODNode*)getNodePODStructAtIndex( aPODIndex, aPODRez );
    //LogRez(@"Creating %@ at index %i from: %@", [self class], aPODIndex, NSStringFromSPODNode(psn));
    setName( psn->pszName );
    setPodContentIndex( psn->nIdx );
    setPodParentIndex( psn->nIdxParent );
    
    if ( psn->pfAnimPosition )
        setLocation( *(CC3Vector*)psn->pfAnimPosition );
    if ( psn->pfAnimRotation )
        setQuaternion( *(CC3Quaternion*)psn->pfAnimRotation );
    if ( psn->pfAnimScale )
        setScale( *(CC3Vector*)psn->pfAnimScale );
    
    if ( CC3PODNodeAnimation::sPODNodeDoesContainAnimation((PODStructPtr)psn) )
        setAnimation( CC3PODNodeAnimation::animationFromSPODNode( (PODStructPtr)psn, aPODRez->getAnimationFrameCount() ) );
    else if (aPODRez->shouldFreezeInanimateNodes())
        setAnimation( CC3FrozenNodeAnimation::animationFromNodeState( this ) );
    
	// Get the light content
	if (getPodContentIndex() >= 0) 
	{
		SPODLight* psl = (SPODLight*)aPODRez->getLightPODStructAtIndex(getPodContentIndex());
		//LogRez(@"Setting %@ parameters from %@", [self class], NSStringFromSPODLight(psl));
		setPodTargetIndex( psl->nIdxTarget );

		setAmbientColor( kCC3DefaultLightColorAmbient );
		setDiffuseColor( ccc4f(psl->pfColour[0], psl->pfColour[1], psl->pfColour[2], 1.0) );
		setSpecularColor( kCC3DefaultLightColorSpecular );

		setAttenuation( CC3AttenuationCoefficientsMake(psl->fConstantAttenuation,
															psl->fLinearAttenuation,
															psl->fQuadraticAttenuation) );
		switch (psl->eType) 
		{
			case ePODDirectional:
				setIsDirectionalOnly( true );
				break;
			case ePODPoint:
				setIsDirectionalOnly( false );
				break;
			case ePODSpot:
				setIsDirectionalOnly( false );
				setSpotCutoffAngle( CC3RadToDeg(psl->fFalloffAngle) );
				setSpotExponent( psl->fFalloffExponent );
				break;
			default:
				break;
		}
	}
}
开发者ID:HerdiandKun,项目名称:cocos3d-x,代码行数:55,代码来源:CC3PODLight.cpp


示例12: setAnimation

void Game::onMouseButton(int x, int y, MouseCodes::Button button, bool down)
{
	if (down) switch (button)
		{
			case MouseCodes::Button::Left:
				setAnimation(0);
				walking = false;
				break;
			case MouseCodes::Button::Right:
				setAnimation(2);
				walking = false;
				break;
		}
}
开发者ID:habanero3d,项目名称:habanero3d-current,代码行数:14,代码来源:game.cpp


示例13: fwdView

void Orientation::chooseAnimation()
{
	//determine the default orientation of the agent
	Vec3f fwdView(Config::getParamF(Agent_Param::FwdViewX_F), Config::getParamF(Agent_Param::FwdViewY_F), Config::getParamF(Agent_Param::FwdViewZ_F));
	float *rot;
	if(fwdView.z > 0 || fwdView.x > 0)
		rot = &m_target.y;
	else if(fwdView.y > 0) //TODO: well, here we actually have 2 solutions depending on the y-axis rotation, eitehr x is the up axis or z
		rot = &m_target.x;
	
	if(*rot > 0)
		setAnimation( (*m_anims)[MovementAnimTypes::ORIENT_RIGHT] );
	else
		setAnimation( (*m_anims)[MovementAnimTypes::ORIENT_LEFT] );
}
开发者ID:xianyinchen,项目名称:Horde3DGameEngine,代码行数:15,代码来源:Orientation.cpp


示例14: while

void Game::run()
{
	while (window.processEvents())
	{
		float time = window.getTimeSinceLastUpdate() * animSpeed / 1000;
		logic(time);
		player->setParentToLocalR(matrix4f::buildScaling(0.0001f).rotated(vector3f(1, 0, 0), -M_PI / 2).rotated(vector3f(0, 1, 0), dir).translated(pos));
		scene->update(time);
		if (lastAnimation->weight == 0)
		{
			setAnimation(-1u);
			scene->update(1e-7f);
		}

		FrameDescription * frame = scene->getFrame(*camera);
		
		//NEWLOG("camera1: %u camera2: %u", camera, camera2);
		//frame->dump();
		std::vector<MemorySettingOrder> orders;
		ResourceManager::getInstance().getMemoryOrders(frame, orders);
		Renderer::getInstance().executeMemoryOrders(orders);
		
		Renderer::getInstance().drawFrameToSurface(frame, camera, &window);
		delete frame;
		
		window.update();
	}
	window.close();
}
开发者ID:habanero3d,项目名称:habanero3d-current,代码行数:29,代码来源:game.cpp


示例15: QWidget

SiliTab::SiliTab( QWidget *parent ) : QWidget( parent )
{
    p = new SiliTabPrivate;

    p->preview = 0;
    p->previewer_delay = 1357;
    p->previewer_timer = 0;

    p->layout = new QHBoxLayout();
        p->layout->setContentsMargins( 0 , 0 , 0 , 0 );
        p->layout->setSpacing( 1 );

    p->baseLayout = new QHBoxLayout( this );
        p->baseLayout->setContentsMargins( 0 , 0 , 0 , 0 );
        p->baseLayout->setSpacing( 0 );
        p->baseLayout->addLayout( p->layout );
        p->baseLayout->addSpacerItem( new QSpacerItem( 4 ,  2 ,  QSizePolicy::Expanding ,  QSizePolicy::Minimum ) );

    p->default_items_size = QSize( 137 , 30 );
    p->animation = 0;
    p->current_item = 0;

    p->at_spec_removing = false;

    setPreviewer( true );
    setAnimation( true );
}
开发者ID:realbardia,项目名称:silicon,代码行数:27,代码来源:silitab.cpp


示例16: getPos

void MosquitoBase::setState(MOSQUITO_STATE state)
{
	bool loop = true, blend = false;
	float pos[3];
	getPos(pos);
	if(state == eMosuqitoHit)
	{
		loop = false;
		setBillboard("blood_billboard");
		AudioSystem::getInstance()->play3D("../music/spring.wav", pos);
	}
	else if(state == eMosuqitoCut)
	{
		loop = false;
		setBillboard("blood_billboard");
		AudioSystem::getInstance()->play3D("../music/pop.wav", pos);
	}
	else if(state == eMosquitoBlood)
	{
		GameSystem::getInstance()->setDrinkTime();
		AudioSystem::getInstance()->play3D("../music/kiss.wav", pos);
	}
	if(m_uiMeshID < GameSystem::getInstance()->m_vMeshData.size())
	{
		if(state < GameSystem::getInstance()->m_vMeshData[m_uiMeshID].m_vAniName.size())
			setAnimation(GameSystem::getInstance()->m_vMeshData[m_uiMeshID].m_vAniName[state].c_str(), loop, blend);
	}
	m_eState = state;
	m_fTimer = 0.0f;
}
开发者ID:templeblock,项目名称:ogre-application,代码行数:30,代码来源:mosquito.cpp


示例17: Item

Spawn::Spawn(uint16_t id, 
	     int16_t x, int16_t y, int16_t z,
	     int16_t deltaX, int16_t deltaY, int16_t deltaZ,
	     int8_t heading, int8_t deltaHeading,
	     uint8_t animation) 
  : Item(tSpawn, id)
{
  // apply the unknown mob values
  m_name = "unknown";
  setNPC(SPAWN_NPC_UNKNOWN);

  // set what is known
  setPos(x, y, z);
  setDeltas(deltaX, deltaY, deltaZ);
  setHeading(heading, deltaHeading);
  setAnimation(animation);
  
  // initialize what isn't to 0
  setPetOwnerID(0);
  setLight(0);
  setGender(0);
  setDeity(0);
  setRace(0);
  setClassVal(0);
  setHP(0);
  setMaxHP(0);
  setLevel(0);
  for (int i = 0; i < tNumWearSlots; i++)
    setEquipment(i, 0);
  setTypeflag(0);
  setConsidered(false);

  // turn on auto delete for the track list
  m_spawnTrackList.setAutoDelete(true);
}
开发者ID:xbackupx,项目名称:showeqx,代码行数:35,代码来源:spawn.cpp


示例18: setDescriptionEnabled

void PathStrokeRenderer::mousePressEvent(QMouseEvent *e)
{
    if (!m_fingerPointMapping.isEmpty())
        return;
    setDescriptionEnabled(false);
    m_activePoint = -1;
    qreal distance = -1;
    for (int i=0; i<m_points.size(); ++i) {
        qreal d = QLineF(e->pos(), m_points.at(i)).length();
        if ((distance < 0 && d < 8 * m_pointSize) || d < distance) {
            distance = d;
            m_activePoint = i;
        }
    }

    if (m_activePoint != -1) {
        m_wasAnimated = m_timer.isActive();
        setAnimation(false);
        mouseMoveEvent(e);
    }

    // If we're not running in small screen mode, always assume we're dragging
    m_mouseDrag = !m_smallScreen;
    m_mousePress = e->pos();
}
开发者ID:SchleunigerAG,项目名称:WinEC7_Qt5.3.1_Fixes,代码行数:25,代码来源:pathstroke.cpp


示例19: Entity

	Character::Character(PhysicsWorld& physicsWorld)
		: Entity(physicsWorld.createCircleBody(GData::r_width/2, GData::r_height/2, GData::t_size/2)),
		  walkingSpeed(4.0f),
		  runningSpeed(8.0f)
	{
		setAnimation(GData::assets.getAnimation("standing"));
	}
开发者ID:ggtucker,项目名称:EtherealGame,代码行数:7,代码来源:Character.cpp


示例20: setFrame

void YYEnemy::updateAnimation(){
    if (frameIntervalCount< actualInterval) {
        frameIntervalCount ++;
    }else{
        frameIntervalCount = 0;
        if(currentFrameIndex < getCurrentActionData()->endFrameIndex){
            currentFrameIndex ++;
            setFrame(currentFrameIndex,isFaceToRight());
        }else{
            isAnimationOver = true;
            if(isRepeatAnimation){
                currentFrameIndex = getCurrentActionData()->startFrameIndex;
                setFrame(currentFrameIndex,isFaceToRight());
            }else{
                switch (_animationID) {
                    case ACTION_STAND:
                    case ACTION_WALK:
                        currentFrameIndex = getCurrentActionData()->startFrameIndex;
                        setFrame(currentFrameIndex,_isFaceToRight);
                        break;
                    case ACTION_ATTACK_0:
                        setAnimation(ACTION_STAND, true, isFaceToRight());
                        setActionState(kActionNormal);
                        break;
                    default:
                        currentFrameIndex = getCurrentActionData()->endFrameIndex;
                        break;
                }
            }
        }
        setPosition(ccpAdd(offsetPerFrame, getPosition()));
    }
}
开发者ID:volontin,项目名称:XJ,代码行数:33,代码来源:YYEnemy.cpp



注:本文中的setAnimation函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。


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