コード例 #1
0
FirstCaveBat::FirstCaveBat(Graphics& graphics, units::Game x, units::Game y) :
	flight_center_y_(y),
	x_(x), 
	y_(y),
	flight_angle_(0.0f),
	facing_(RIGHT) 
{
	initializeSprites(graphics);
}
コード例 #2
0
void SpriteBatch::initialize()
{
	initializeShader();
	initializeBuffers();
	//initializeProjectionTransform();
	initializeSprites();


}
コード例 #3
0
ファイル: player.cpp プロジェクト: LuXiaohong/cavestory-sdl2
Player::Player(Graphics& graphics, Vector<units::Game> pos) :
    pos_(std::move(pos)),
    velocity_{0.0, 0.0},
    acceleration_x_direction_{0},
    horizontal_facing_{HorizontalFacing::LEFT},
    intended_vertical_facing_{VerticalFacing::HORIZONTAL},
    is_on_ground_{false},
    is_jump_active_{false},
    is_interacting_{false},
    health_(graphics),
    invincible_timer_{kInvincibleTime},
    damage_text_(new DamageText()),
    walking_animation_(),
    polar_star_(graphics),
    sprites_()
{
    initializeSprites(graphics);
}
コード例 #4
0
//Begins Text Input
void getText(char *buffer)
{
	int FINISHED = 0;
	clearScreen();
	setupInterrupts();
	initializeSprites();
	drawKeyboard();
	playBG = TRUE;	
	while(!FINISHED)
	{
		if(playBG && !BGplaying)
        {
            // play the bg music
            DMA[2].cnt |= DMA_ON;
            REG_TM1CNT |= TM_ON;
            startBG = vblankcount;
            BGplaying = TRUE;
            DMA[2].src = flute;
        }
		checkMovement();
		//Check Input and End Function if finished
		if(!endInput)
		{
			checkSelection(buffer);
			copyShadow();
			waitForVblank();
			moveSpriteToMem();
		}
		else
		{
			DMA[2].cnt &= ~DMA_ON;
            REG_TM1CNT &= ~TM_ON;
			playBG = FALSE;
			waitForVblank();
			FINISHED = 1;
			resetVariables();
			endInput = 0;
			resetCursor();
		}
		
	}
	clearScreen();
}
コード例 #5
0
//Begins Text Input
void getText(char *buffer)
{
	setRegister();
	setupInterrupts();
	initializeTiles();
	initializeSprites();
	drawKeyboard();
	playBG = TRUE;	
	while(1)
	{
		if(playBG && !BGplaying)
        {
            // play the bg music
            DMA[2].cnt |= DMA_ON;
            REG_TM1CNT |= TM_ON;
            startBG = vblankcount;
            BGplaying = TRUE;
            DMA[2].src = flute;
        }
		checkMovement();
		if(!endInput)
		{
			checkSelection(buffer);
		}
		else
		{
			DMA[2].cnt &= ~DMA_ON;
            REG_TM1CNT &= ~TM_ON;
			playBG = FALSE;
			waitForVblank();
		}
		copyShadow();
		waitForVblank();
		moveSpriteToMem();
	}
}