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ʾÀý2: AnimationAnimation AnimationList::operator[](unsigned int index){ try{ if(index > anims.size() - 1) throw 0; else{ return Animation(anims[index]); } } catch(int){ std::cerr << "Can't access AnimationList[" << index << "], returning AnimationList[0]." << std::endl; return Animation(anims[0]); }}
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ʾÀý3: initAnimationsvoid BoardActor::initAnimations(){ animations.clear(); animations.push_back(Animation()); animations.push_back(Animation()); animations[0].addFrame(Frame(Coordinate2D<double>(.25,0), Coordinate2D<double>(.5,1), .04)); //idle animations[0].addFrame(Frame(Coordinate2D<double>(.75,0), Coordinate2D<double>(1,1), .04)); //idle animations[1].addFrame(Frame(Coordinate2D<double>(0,0), Coordinate2D<double>(.25,1), .04)); //moving animations[1].addFrame(Frame(Coordinate2D<double>(.5,0), Coordinate2D<double>(.75,1), .04)); //moving spriteSheet = BlitHelper::loadImageGL("C://Users//banan//workspace//SpaghettiWestern//Resources//adude.bmp"); active_animation = 0;}
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ʾÀý4: Animation Obj::Obj(nl::node src) { animation = Animation(nl::nx::map["Obj"][src["oS"] + ".img"][src["l0"]][src["l1"]][src["l2"]]); pos = Point<int16_t>(src["x"], src["y"]); flip = src["f"].get_bool(); z = src["z"]; }
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ʾÀý5: switch//©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥// Name : ¸üÐÂ// Description : ¤¤¤í¤ó¤Ê¸üÐÂ// Arguments : ¤Ê¤¤¤è// Returns : ¤Ê¤¤¤è//©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥©¥void CFlower::Update(){ switch(m_nPhase) { case FLOWER_PHASE_INIT: m_lastTime = CTimer::GetTime(); m_nPhase++; break; case FLOWER_PHASE_START: RotationZ((float)(m_nowTime - m_lastTime) * m_rotSpd); m_nowTime = CTimer::GetTime(); if(m_nowTime - m_lastTime > abs(m_rotSpd)){ m_nPhase = FLOWER_PHASE_FLOWER; } break; case FLOWER_PHASE_FLOWER: RotationZ(m_rotSpd * abs(m_rotSpd)); break; case FLOWER_PHASE_WAIT: RotationZ(m_rotSpd); break; case FLOWER_PHASE_UNINIT: break; } Translate(m_pos); Animation();}
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ʾÀý6: randvoid Bear::Update(float _Time, int** _Terrain,float _MaxWidth,float _MaxHeight){ if(getLife() == false) { int random ; random = rand() % 4 ; switch(random) { case 0 : Item *_item = new Item(m_X,m_Y); ManagerObject::Instance()->getListItem()->push_back(_item); break ; } EffectDieBear *_EffectDie = new EffectDieBear(this,m_X,m_Y); ManagerObject ::Instance()->getListEffect()->push_back(_EffectDie); } if(m_skillManager->getSkill(0)->getSTT()==ACTIVE) { m_skillManager->Update(_Time,_Terrain,_MaxWidth,_MaxHeight); } else if(m_skillManager->getSkill(0)->getSTT() !=ACTIVE) { if(getFrenzy() ==false) { Move(_Time,_Terrain,_MaxWidth,_MaxHeight); } Animation(_Time); UpdateStatus(_Time); m_skillManager->Update(_Time,_Terrain,_MaxWidth,_MaxHeight); //?? }}
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ʾÀý7: Animation //----------------------------------------------------------------------- Animation* Animation::clone(const String& newName) const { Animation* newAnim = OGRE_NEW Animation(newName, mLength); newAnim->mInterpolationMode = mInterpolationMode; newAnim->mRotationInterpolationMode = mRotationInterpolationMode; // Clone all tracks for (NodeTrackList::const_iterator i = mNodeTrackList.begin(); i != mNodeTrackList.end(); ++i) { i->second->_clone(newAnim); } for (NumericTrackList::const_iterator i = mNumericTrackList.begin(); i != mNumericTrackList.end(); ++i) { i->second->_clone(newAnim); } for (VertexTrackList::const_iterator i = mVertexTrackList.begin(); i != mVertexTrackList.end(); ++i) { i->second->_clone(newAnim); } newAnim->_keyFrameListChanged(); return newAnim; }
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ʾÀý8: Animationvoid myCam::queueAnimation(QVector3D ziel, QVector3D zielLookat, int duration){ Animation aniNew = Animation(ziel,zielLookat,duration); this->animations.push_back(aniNew); if (!this->isMoving) this->nextAnimation(); }
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