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C++ logic::CEntity类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中logic::CEntity的典型用法代码示例。如果您正苦于以下问题:C++ CEntity类的具体用法?C++ CEntity怎么用?C++ CEntity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CEntity类的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: activateHealZone

	void activateHealZone(unsigned int entityID)
	{
		Logic::CEntity *entity = Logic::CServer::getSingletonPtr()->getMap()->getEntityByID(entityID);

		Logic::MActivateHealZone *m = new Logic::MActivateHealZone();
		entity->emitMessage(m);
	}
开发者ID:JOSE89,项目名称:DamnedSunset,代码行数:7,代码来源:LUA_MessageFunctions.cpp


示例2: disconnectionPacketReceived

	void CGameServerState::disconnectionPacketReceived(Net::CPaquete* packet) {
		// Obtenemos el puntero al gestor de jugadores y el id de red del cliente que se quiere desconectar
		Net::NetID playerNetId = packet->getConexion()->getId();

		// Eliminamos la entidad manejada por el cliente que se quiere desconectar.
		// Para ello comprobamos si tiene asignado un id de entidad. Si no lo tiene, es que
		// no ha sido creada ninguna entidad (podria estar conectandose).
		if( _playersMgr->existsByNetId(playerNetId) ) {
			std::pair<Logic::TEntityID, bool> logicIdPair = _playersMgr->getPlayerId(playerNetId);
			if(logicIdPair.second) {
				Logic::CEntity* entityToBeDeleted = _map->getEntityByID(logicIdPair.first);
				Logic::CEntityFactory::getSingletonPtr()->deferredDeleteEntity(entityToBeDeleted, true);

				// A nivel logico, conviene que los clientes sepan quien se desconecta,
				// especialmente para eliminar cosas del hud
				Net::NetMessageType ackMsg = Net::PLAYER_OFF_MATCH;
				Net::CBuffer disconnectMsg;
				disconnectMsg.write(&ackMsg, sizeof(ackMsg));
				disconnectMsg.write(&playerNetId, sizeof(playerNetId));
				disconnectMsg.serialize(entityToBeDeleted->getName(), false);

				_netMgr->broadcast(disconnectMsg.getbuffer(), disconnectMsg.getSize());
			}

			// Eliminamos el jugador que se desconecta del manager de jugadores
			_playersMgr->removePlayer(playerNetId);
		}
	} // disconnexionPacketReceived
开发者ID:franaisa,项目名称:Gloom,代码行数:28,代码来源:GameServerState.cpp


示例3: atacarJack

	void atacarJack(unsigned int entityID)
	{
		Logic::CEntity * jack = Logic::CServer::getSingletonPtr()->getMap()->getEntityByID(entityID);

		Logic::CEntity* * entidadesColision;
		int numColisiones = Physics::CServer::getSingletonPtr()->detectCollisions(jack->getPosition(), 40, entidadesColision);

		for(int i = 0; i < numColisiones; ++i)
		{
			if (!entidadesColision[i]->getTag().compare("enemy")) 
			{
				//Entidad enemiga que atacará a Jack
				Logic::CEntity * entidad = entidadesColision[i];

				std::stringstream script;
				script << "enemyEvent(\"AttackJack\", " << entidad->getEntityID() << ")";
				ScriptManager::CServer::getSingletonPtr()->executeScript(script.str().c_str());

				Logic::MAttackEntity *message = new Logic::MAttackEntity();
				message->setAttack(true);
				message->setEntity(jack);
				entidad->emitMessage(message);
			}
		}
	}
开发者ID:JOSE89,项目名称:DamnedSunset,代码行数:25,代码来源:LUA_MessageFunctions.cpp


示例4:

	std::pair<CVolumetricLightScattering::ScatteringParams, bool> CVolumetricLightScattering::getClosestLightSource(const std::list<ScatteringParams>& lightList) {
		std::pair<ScatteringParams, bool> closestLightSrc;
		closestLightSrc.second = false;

		// Obtenemos el puntero a la entidad del jugador que en este caso es lo que nos interesa
		Logic::CEntity* player = Input::CServer::getSingletonPtr()->getPlayerController()->getControllerAvatar();
		if(player != NULL) {
			Vector3 playerPosition = player->getPosition();
			Vector2 playerPos2d(playerPosition.x, playerPosition.z);

			auto it = lightList.begin();
			Vector2 pos2d(it->lightPosition.x, it->lightPosition.z);
			auto closestLight = it++;
			float closestDist = (playerPos2d - pos2d).length();
			float dist;

			for(; it != lightList.end(); ++it) {
				pos2d.x = it->lightPosition.x;
				pos2d.y = it->lightPosition.z;

				dist = (playerPos2d - pos2d).length();
				if(dist < closestDist) {
					closestLight = it;
					closestDist = dist;
				}
			}

			closestLightSrc.second = true;
			closestLightSrc.first = *closestLight;
		}

		return closestLightSrc;
	}
开发者ID:franaisa,项目名称:Gloom,代码行数:33,代码来源:VolumetricLightScattering.cpp


示例5: process

	void CSwordSlashController::process(const std::shared_ptr<Logic::IMessage> &message)
	{
		if((message->getType().compare("TOUCHED") == 0))
		{
			Logic::CEntity *otherEntity = dynamic_cast<TOUCHED*>(message.get())->getEntidad();

			if(otherEntity)
			{
				if (otherEntity->getTag() == "enemy")
				{
					if(_damage>0)
					{
						std::shared_ptr<DAMAGED> m(new DAMAGED());
						m->setFloat(_damage);
						m->setString(_entity->getType());
						otherEntity->emitMessage(m);

						std::shared_ptr<PUSH> pushMessage(new PUSH());
						pushMessage->setDirection(_direction);
						pushMessage->setSpeed(0.5f);
						otherEntity->emitMessage(pushMessage, this);

						//BaseSubsystems::Log::Debug("ÑAPA: " + std::to_string(_damage));
					}

					Logic::CEntityFactory::getSingletonPtr()->createEntityByType("ChispaDanhoEnemy",
						otherEntity->getCenterPosition(), 
						_entity->getMap());
				}
			}
		}
	} // process
开发者ID:albmarvil,项目名称:The-Eternal-Sorrow,代码行数:32,代码来源:SwordSlashController.cpp


示例6: dataPacketReceived

	void CTDMClient::dataPacketReceived(Net::CPaquete* packet) {
		CGameClientState::dataPacketReceived(packet);

		// Introducimos los datos recibidos en un buffer
		Net::CBuffer buffer( packet->getDataLength() );
		buffer.write( packet->getData(), packet->getDataLength() );
		buffer.reset();

		// Obtenemos la cabecera del mensaje
		Net::NetMessageType netMsgType;
		buffer.read( &netMsgType, sizeof(netMsgType) );

		// Dependiendo del tipo de mensaje
		switch (netMsgType) {
			case Net::END_GAME: {
				_inEndGame = true;
				
				// Desactivamos al jugador
				Logic::CEntity* player = Input::CServer::getSingletonPtr()->getPlayerController()->getControllerAvatar();
				set<string> exceptionList;
				exceptionList.insert("CAnimationManager");

				player->deactivateAllComponentsExcept(exceptionList);

				// Fijamos la cámara en el exterior para que rote a nuestro
				// alrededor
				Logic::CScoreboard::getSingletonPtr()->activate();

				break;
			}
		}
	}
开发者ID:franaisa,项目名称:Gloom,代码行数:32,代码来源:TDMClient.cpp


示例7: IntantiateSoulAltar

	void IntantiateSoulAltar(Vector3 posDest, Vector3 posInit, Logic::CMap *map)
	{
		Logic::CEntity *ent = Logic::CEntityFactory::getSingletonPtr()->createEntityByType("AltarFeedback", posInit, map);

		Logic::CAltarFeedbackController *comp = (Logic::CAltarFeedbackController *) ent->getComponent("CAltarFeedbackController");

		comp->Config(posDest);
	}
开发者ID:albmarvil,项目名称:The-Eternal-Sorrow,代码行数:8,代码来源:FunctionsToLUA.cpp


示例8: empujarCircle

	void empujarCircle(unsigned int entityID)
	{
		Logic::CEntity *entity = Logic::CServer::getSingletonPtr()->getMap()->getEntityByID(entityID);

		Logic::MPushEntities *m = new Logic::MPushEntities();

		entity->emitMessage(m);
	}
开发者ID:JOSE89,项目名称:DamnedSunset,代码行数:8,代码来源:LUA_MessageFunctions.cpp


示例9: SendMinionCreated

	void SendMinionCreated(Logic::CEntity* minionCreated, std::string leaderName)
	{
		Logic::CEntity* leader = Logic::CServer::getSingletonPtr()->getMap()->getEntityByName(leaderName);

		std::shared_ptr<Logic::GET_LOGIC_ENTITY>m(new Logic::GET_LOGIC_ENTITY());
		m->setEntity(minionCreated);
		leader->emitMessage(m);
	}
开发者ID:albmarvil,项目名称:The-Eternal-Sorrow,代码行数:8,代码来源:FunctionsToLUA.cpp


示例10: cancelCure

	void cancelCure(unsigned int entityID)
	{
		Logic::CEntity *entity = Logic::CServer::getSingletonPtr()->getMap()->getEntityByID(entityID);
		
		Logic::MCureEntity *m = new Logic::MCureEntity();
		m->setCure(false);

		entity->emitMessage(m);
	}
开发者ID:JOSE89,项目名称:DamnedSunset,代码行数:9,代码来源:LUA_MessageFunctions.cpp


示例11: shakeCamera

	void shakeCamera(Logic::CEntity *entity, float max, float min)
	{
		Logic::CEntity* cam = entity->getMap()->getEntityByType("Camera");

		std::shared_ptr<Logic::SHAKE> m(new Logic::SHAKE());
		m->setMaxShake(max);
		m->setMinShake(min);
		cam->emitMessage(m);
	}
开发者ID:albmarvil,项目名称:The-Eternal-Sorrow,代码行数:9,代码来源:FunctionsToLUA.cpp


示例12: detenerEnemigosContraEnemigos

	void detenerEnemigosContraEnemigos(unsigned int entityID)
	{
		//Mandamos un mensaje para que salga el icono de aturdido
		Logic::MAturdido *message = new Logic::MAturdido();
		message->setAturdido(false);
		Logic::CEntity *entity = Logic::CServer::getSingletonPtr()->getMap()->getEntityByID(entityID);
		if (entity)
			entity->emitMessage(message);
	}
开发者ID:JOSE89,项目名称:DamnedSunset,代码行数:9,代码来源:LUA_MessageFunctions.cpp


示例13: launchFlameThrower

	void launchFlameThrower(unsigned int entityID, float point_x, float point_y, float point_z)
	{
		Logic::CEntity *entity = Logic::CServer::getSingletonPtr()->getMap()->getEntityByID(entityID);

		Logic::MLanzarLlamas *m = new Logic::MLanzarLlamas();
		m->setPosition(Vector2(point_x, point_z));
		m->setOrdenLlamas(Logic::OrdenLlamas::lanzarLlamas);

		entity->emitMessage(m);
	}
开发者ID:JOSE89,项目名称:DamnedSunset,代码行数:10,代码来源:LUA_MessageFunctions.cpp


示例14: cancelFlameThrower

	void cancelFlameThrower(unsigned int entityID)
	{
		Logic::CEntity *entity = Logic::CServer::getSingletonPtr()->getMap()->getEntityByID(entityID);

		Logic::MLanzarLlamas *m = new Logic::MLanzarLlamas();
		m->setPosition(Vector2(0, 0));
		m->setOrdenLlamas(Logic::OrdenLlamas::ocultarBLamas);

		entity->emitMessage(m);
	}
开发者ID:JOSE89,项目名称:DamnedSunset,代码行数:10,代码来源:LUA_MessageFunctions.cpp


示例15: launchPowerShoot

	void launchPowerShoot(unsigned int entityID, float point_x, float point_y, float point_z)
	{
		Logic::CEntity *entity = Logic::CServer::getSingletonPtr()->getMap()->getEntityByID(entityID);

		Logic::MDisparosPotentes *m = new Logic::MDisparosPotentes();
		m->setPosition(Vector2(point_x, point_z));
		m->setOrdenDisparos(Logic::OrdenDisparos::disparar);

		entity->emitMessage(m);
	}
开发者ID:JOSE89,项目名称:DamnedSunset,代码行数:10,代码来源:LUA_MessageFunctions.cpp


示例16: cancelPowerShoot

	void cancelPowerShoot(unsigned int entityID)
	{
		Logic::CEntity *entity = Logic::CServer::getSingletonPtr()->getMap()->getEntityByID(entityID);

		Logic::MDisparosPotentes *m = new Logic::MDisparosPotentes();
		m->setPosition(Vector2(0, 0));
		m->setOrdenDisparos(Logic::OrdenDisparos::ocultarCono);

		entity->emitMessage(m);
	}
开发者ID:JOSE89,项目名称:DamnedSunset,代码行数:10,代码来源:LUA_MessageFunctions.cpp


示例17: createAndMirrorSpectator

	void CGameServerState::createAndMirrorSpectator(Net::NetID playerNetId) {
		// Primero comprobamos si habia una entidad correspondiente a este jugador
		// ya que durante el juego tambien podemos cambiar de clase.
		// En caso de que la haya la eliminamos para crear la nueva
		std::pair<Logic::TEntityID, bool> id = _playersMgr->getPlayerId(playerNetId);
		if(id.second) { // Si el id devuelto es valido
			Logic::CEntity* deletePlayer = _map->getEntityByID( id.first );
			if(deletePlayer) {
				Logic::CEntityFactory::getSingletonPtr()->deleteEntity(deletePlayer, true);
			}
		}
		
		// Obtenemos el nickname del jugador que quiere espectar
		std::string nickname = _playersMgr->getPlayerNickname(playerNetId);
		// Creamos la entidad espectador con el nombre del jugador
		Logic::CEntity* spectator = _map->createPlayer(nickname, "Spectator");
		// Obtenemos la id logica de la entidad espectador
		Logic::TEntityID spectatorId = spectator->getEntityID();
		// Seteamos la id logica del jugador en el gestor de jugadores
		_playersMgr->setEntityID(playerNetId, spectatorId);

		// Escribimos el tipo de mensaje de red a enviar
		Net::NetMessageType netMsg = Net::LOAD_PLAYERS;
		int nbPlayers = 1;
				
		// Serializamos toda la información que se necesita para la creación de la entidad
		Net::CBuffer buffer;
		buffer.write(&netMsg, sizeof(netMsg));
		buffer.write(&nbPlayers, sizeof(nbPlayers));
		buffer.write(&playerNetId, sizeof(playerNetId));
		buffer.write(&spectatorId, sizeof(spectatorId));
		buffer.serialize(nickname, false); // Nombre del player
		buffer.serialize("Spectator", false); // Clase del player
		// Enviamos la entidad nueva al resto de jugadores
		_netMgr->broadcastIgnoring(playerNetId, buffer.getbuffer(), buffer.getSize());

		buffer.reset();

		// Enviamos la entidad nueva al jugador local
		netMsg = Net::LOAD_LOCAL_PLAYER;
		// Serializamos toda la información que se necesita para la creación de la entidad
		buffer.write(&netMsg, sizeof(netMsg));
		buffer.write(&playerNetId, sizeof(playerNetId));
		buffer.write(&spectatorId, sizeof(spectatorId));
		buffer.serialize(nickname, false); // Nombre del player
		buffer.serialize("Spectator", false); // Clase del player

		spectator->activate();
		spectator->start();

		_netMgr->sendTo(playerNetId, buffer.getbuffer(), buffer.getSize());

		_playersMgr->setPlayerState(playerNetId, false);
		_playersMgr->setPlayerTeam(playerNetId, Logic::TeamFaction::eNONE);
	}
开发者ID:franaisa,项目名称:Gloom,代码行数:55,代码来源:GameServerState.cpp


示例18: launchGrenade

	void launchGrenade(unsigned int entityID, float point_x, float point_y, float point_z)
	{
		Logic::CEntity *entity = Logic::CServer::getSingletonPtr()->getMap()->getEntityByID(entityID);

		Logic::MLanzarGranada *m = new Logic::MLanzarGranada();
		//m->setPosition(Vector2(entity->getPosition().x, entity->getPosition().y));
		m->setPosition(Vector2(point_x, point_z));
		m->setOrdenGranada(Logic::OrdenGranada::lanzar);

		entity->emitMessage(m);
	}
开发者ID:JOSE89,项目名称:DamnedSunset,代码行数:11,代码来源:LUA_MessageFunctions.cpp


示例19: startCure

	void startCure(unsigned int entityID, unsigned int entityIDTarget)
	{
		Logic::CEntity *entity = Logic::CServer::getSingletonPtr()->getMap()->getEntityByID(entityID);
		Logic::CEntity *entityTarget = Logic::CServer::getSingletonPtr()->getMap()->getEntityByID(entityIDTarget);

		Logic::MCureEntity *m = new Logic::MCureEntity();
		m->setEntity(entityTarget);
		m->setCure(true);

		entity->emitMessage(m);
	}
开发者ID:JOSE89,项目名称:DamnedSunset,代码行数:11,代码来源:LUA_MessageFunctions.cpp


示例20: damaged

	void CCameraFeedbackNotifier::damaged(Vector3 vEnemyPosition) {
		std::shared_ptr<Logic::CMessageCameraOffset> m3 = std::make_shared<Logic::CMessageCameraOffset>();
		m3->setOffsetTimer(100.0f);//Timer								 
		Logic::CEntity * camera = Logic::CServer::getSingletonPtr()->getMap()->getEntityByName("Camera");
		assert(camera != NULL && "Error: Esto no se puede hacer asi que sois unos lamers, ahora el servidor que hace?");
		camera->emitMessage(m3);

		_scene->setCompositorVisible(_effect, true);
		_effectIsActivated = true;
		_timestamp = 0;

		calculateEnemyPosition(vEnemyPosition);
	}// damaged
开发者ID:franaisa,项目名称:Gloom,代码行数:13,代码来源:CameraFeedbackNotifier.cpp



注:本文中的logic::CEntity类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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