コード例 #1
0
void AlignOnRasterVisitor::visitDObject(DObject *object)
{
    IResizable *resizable = m_sceneInspector->resizable(object, m_diagram);
    if (resizable)
        resizable->alignItemSizeToRaster(IResizable::SideRightOrBottom, IResizable::SideRightOrBottom,
                                         2 * RASTER_WIDTH, 2 * RASTER_HEIGHT);
    IMoveable *moveable = m_sceneInspector->moveable(object, m_diagram);
    if (moveable)
        moveable->alignItemPositionToRaster(RASTER_WIDTH, RASTER_HEIGHT);
}
コード例 #2
0
ファイル: main.c プロジェクト: andycodes/helloworld
int main()
{
    Fish* fish = Fish_new();    // 创建鱼对象
    Dog* dog = Dog_new();       // 创建狗对象
    Car* car = Car_new();       // 创建车子对象

    Animal* animals[2] = { 0 };     // 初始化动物容器(这里是Animal指针数组)
    IMoveable* moveObjs[3] = { 0 }; // 初始化可移动物体容器(这里是IMoveable指针数组)

    int i = 0;                  // i和j是循环变量
    int j = 0;

    // 初始化鱼对象的昵称为:小鲤鱼,年龄为:1岁
    fish->init(fish, "Small carp", 1);

    // 将fish指针转型为Animal类型指针,并赋值给animals数组的第一个成员
    animals[0] = SUPER_PTR(fish, Animal);

    // 初始化狗对象的昵称为:牧羊犬,年龄为:2岁
    dog->init(dog, "sheepdog", 2);

    // 将dog指针转型为Animal类型指针,并赋值给animals数组的第二个成员
    animals[1] = SUPER_PTR(dog, Animal);

    // 将fish指针转型为IMoveable接口类型指针,并赋值给moveOjbs数组的第一个成员
    moveObjs[0] = SUPER_PTR(fish, IMoveable);

    // 将dog指针转型为IMoveable接口类型指针,并赋值给moveOjbs数组的第二个成员
    moveObjs[1] = SUPER_PTR(dog, IMoveable);

    // 将car指针转型为IMoveable接口类型指针,并赋值给moveOjbs数组的第三个成员
    moveObjs[2] = SUPER_PTR(car, IMoveable);

    // 循环打印动物容器内的动物信息
    for(i=0; i<2; i++)
    {
        Animal* animal = animals[i];
        animal->eat(animal);
        animal->breathe(animal);
        animal->sayHello(animal);
    }

    // 循环打印可移动物体容器内的可移动物体移动方式的信息
    for(j=0; j<3; j++)
    {
        IMoveable* moveObj = moveObjs[j];
        moveObj->move(moveObj);
    }

    lw_oopc_delete(fish);
    lw_oopc_delete(dog);
    lw_oopc_delete(car);

    return 0;
}
コード例 #3
0
ファイル: main.cpp プロジェクト: fiahil/R-Type
void	test_IMoveable(IEntity * E)
{
	IMoveable *tmp;

	if ((tmp = cast_entity<IEntity, IMoveable>(E)))
	{
		std::cout << "Entity is an IMOVEABLE    - has speed : " << tmp->getSpeed();
		std::cout << ". It has direction : "
			<< "x = " << tmp->getDirection().x_
			<< ", y = " << tmp->getDirection().y_
			<< std::endl;
	}
}
コード例 #4
0
ファイル: GameplayEngine.cpp プロジェクト: fiahil/R-Type
void	GameplayEngine::refreshEntitiesPositions()
{
	for (std::deque<IEntity *>::iterator it = this->entities_.begin() ;
		it != this->entities_.end() ; ++it)
	{
		IEntity *		fetch = *it;
		IMoveable *		m = 0;
		
		if ((m = cast_entity<IEntity, IMoveable>(fetch)))
		{
			Point pos = m->getPosition();

			m->setPosition(pos.x_ - 20, pos.y_);
		}
	}
}
コード例 #5
0
void RenderablePlayerMovingObject::render() {
	if (!this->dead)
	{
		IMoveable* move = this->getMoveable();
		move->setPosition(this->position);

		if (this->heading != Vector4() && this->heading != Vector(0.0f, 0.0f, -1.0f)) {

			// reset rotation
			move->setRotation(0, 0, 0);

			// rotate the z vector to face the new heading
			move->rotate(
				Vector4::cross(this->heading, Vector(0.0f, 0.0f, -1.0f)),
				Vector4::angle(this->heading, Vector(0.0f, 0.0f, -1.0f))
				);

			// calculate where Y is now pointing
			Vector4 newY = move->getRotation() * Vector(0.0f, 1.0f, 0.0f);
			if (newY != up) {
				move->rotate(
					Vector4::cross(up, newY),
					Vector4::angle(up, newY)
					);
			}

		}
		RenderableObject::render();
	}
}
コード例 #6
0
void AlignOnRasterVisitor::visitDAnnotation(DAnnotation *annotation)
{
    IMoveable *moveable = m_sceneInspector->moveable(annotation, m_diagram);
    if (moveable)
        moveable->alignItemPositionToRaster(RASTER_WIDTH, RASTER_HEIGHT);
}