예제 #1
1
void PlayerHandler::TeleportPlayer(int playerid, WorldPositionObject pos)
{
	SetPlayerVirtualWorld(playerid, pos.virtualWorld_);
	SetPlayerInterior(playerid, pos.sampInteriorId_);
	SetPlayerPos(playerid, pos.x_, pos.y_, pos.z_);
	if (GetPlayerState(playerid) == 2)
	{
		int vehicleId = GetPlayerVehicleID(playerid);
		LinkVehicleToInterior(vehicleId, pos.sampInteriorId_);
		SetVehicleVirtualWorld(vehicleId, pos.virtualWorld_);
		SetVehiclePos(vehicleId, pos.x_, pos.y_, pos.z_);
		PutPlayerInVehicle(playerid, vehicleId, 0);
	}
	SetPVarInt(playerid, "oldinterior", GetPVarInt(playerid, "currentinterior"));
	SetPVarInt(playerid, "currentinterior", pos.interiorId_);
}
예제 #2
0
파일: lvdm.cpp 프로젝트: Pupak/sampgdk
static void SetPlayerRandomSpawn(int playerid)
{
  if (iSpawnSet[playerid] == 1)
  {
    int r = rand() % arraysize(gCopPlayerSpawns);
    SetPlayerPos(playerid, gCopPlayerSpawns[r][0], gCopPlayerSpawns[r][1], gCopPlayerSpawns[r][2]); // Warp the player
    SetPlayerFacingAngle(playerid, 270.0f);
  }
  else if (iSpawnSet[playerid] == 0)
  {
    int r = rand() % arraysize(gRandomPlayerSpawns);
    SetPlayerPos(playerid, gRandomPlayerSpawns[r][0], gRandomPlayerSpawns[r][1], gRandomPlayerSpawns[r][2]); // Warp the player
  }
}
예제 #3
0
PLUGIN_EXPORT bool PLUGIN_CALL OnPlayerRequestClass(int playerid,
                                                    int classid) {
  SetPlayerPos(playerid, 1958.3783f, 1343.1572f, 15.3746f);
  SetPlayerCameraPos(playerid, 1958.3783f, 1343.1572f, 15.3746f);
  SetPlayerCameraLookAt(playerid, 1958.3783f, 1343.1572f, 15.3746f, CAMERA_CUT);
  return true;
}
예제 #4
0
void HelloWorld::initmapdata()
{
    CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
    CCSize mapsize = m_mapSprite->getContentSize();
    //计算场景的边界
    m_border = (visibleSize.height - mapsize.height) / UnitY;
    m_border = (int)m_border /2 * UnitY;
    
    //设定当前的地图宽高
    m_Mapsize = CCSize(19, 6);
    //屏幕绘制为逻辑地图的第几列开始
    m_CurrentMapStartPos = CCPoint(0,0);
    //当前自己再地图中的位置
    m_CurrentPos = CCPoint(0,0);
    //根据当前的地图算绘制。。19
    //根据当前的位置计算绘制坐标
    //逻辑地图的位置继续按屏幕坐标
    CCPoint pos;
    pos.x = m_CurrentMapStartPos.x * 64;
    pos.y = m_CurrentMapStartPos.y * 64+m_border;
    m_mapSprite->setPosition(pos);
    //设置当前的位置
    m_pSprite->setAnchorPoint(ccp(0,0));
    SetPlayerPos(m_CurrentPos.x, m_CurrentPos.y);
}
예제 #5
0
파일: lvdm.cpp 프로젝트: Pupak/sampgdk
static void SetupPlayerForClassSelection(int playerid)
{
  SetPlayerInterior(playerid,14);
  SetPlayerPos(playerid,258.4893f,-41.4008f,1002.0234f);
  SetPlayerFacingAngle(playerid, 270.0f);
  SetPlayerCameraPos(playerid,256.0815f,-43.0475f,1004.0234f);
  SetPlayerCameraLookAt(playerid,258.4893f,-41.4008f,1002.0234f,CAMERA_CUT);
}
void Player::SetPlayer(cocos2d::Layer *layer)
{
		CCLOG("POWER"); //COCOS BUG: WONT ALWAYS SHOW IN OUTPUT
		paddle = Sprite::create("Paddle.png"); // May not need the auto
		auto paddleBounding = PhysicsBody::createBox(paddle->getContentSize());// CHANGE TO CIRCLE PhysicsShapeCircle
		paddleBounding->setDynamic(false);
		paddleBounding->setGravityEnable(false);
		paddleBounding->setContactTestBitmask(Paddle_Bitmask);
		paddleBounding->setCollisionBitmask(Paddle_Bitmask);
		paddle->setPhysicsBody(paddleBounding); //sets a bounding box around brick.
		SetPlayerPos(WinSize.width / 2, WinSize.height / 6);
		layer->addChild(paddle,1);
		paddle->setTag(1);
}