锘??xml version="1.0" encoding="utf-8" standalone="yes"?>久久一区二区免费播放,久久99这里只有精品国产,国内精品伊人久久久影院http://www.shnenglu.com/gongjing19861110/category/18896.html鍧氭寔涓嶆噲姣忎竴澶?/description>zh-cnThu, 22 Mar 2012 06:57:02 GMTThu, 22 Mar 2012 06:57:02 GMT60鍒╃敤HGE寮曟搸璁捐鐨勮鑹查儴鍒?/title><link>http://www.shnenglu.com/gongjing19861110/archive/2012/03/22/168608.html</link><dc:creator>GLpro</dc:creator><author>GLpro</author><pubDate>Thu, 22 Mar 2012 06:51:00 GMT</pubDate><guid>http://www.shnenglu.com/gongjing19861110/archive/2012/03/22/168608.html</guid><wfw:comment>http://www.shnenglu.com/gongjing19861110/comments/168608.html</wfw:comment><comments>http://www.shnenglu.com/gongjing19861110/archive/2012/03/22/168608.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.shnenglu.com/gongjing19861110/comments/commentRss/168608.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/gongjing19861110/services/trackbacks/168608.html</trackback:ping><description><![CDATA[  <div>   <div class="cs88msc" id="mainWrapper" class="clear"> <div style="padding-bottom: 0px" class="main"> <div style="display: none" id="userAppTab" class="tabStyle2"></div><!-- App鍒濆鍖?Start --> <div class="0wqwoa0" id="blogapp-container"> <div id="wqc80o0" class="qz-clear qz-tit qz-tit-single"><a class="back" rel="link-app-index"><<榪斿洖鎴戠殑鏃ュ織</a><a class="feedback" target="_blank">鎰忚鍙嶉</a></div> <div class="eea0m0y" id="qzBlogContDetail" class="qzBlogContDetail" tid="11833686412878625247" blogid="1325342979"> <div class="m00eaos" id="11833686412878625247" class="orginCnt clear"> <div id="qkqoewe" class="userPic"><a title="" rel="pichaochao"><img title="" alt="pichaochao" src="http://mat1.gtimg.com/www/mb/images/head_50.jpg" card="1" ctype="1" /></a></div> <div id="0csq80q" class="msgBox orginMsg1"> <div id="isos0eo" class="SA"><em>◆</em><span>◆</span></div> <div id="ooug0e0" class="blogTitle"><strong>娓告垙涓鑹茬被鐨勮璁?C 璇█鎻忚堪)</strong></div> <div id="0800yqo" class="msgCnt"> <div>鏈榪戜竴孌墊椂闂磋嚜宸辨鍦ㄧ紪鍐欎竴嬈綬PG娓告垙,鍓嶅嚑澶╃敤絀轟綑鐨勬椂闂磋璁′簡瑙掕壊妯″潡,緇欑儹鐖辨父鎴忕紪鎴愮殑鏈嬪弸浠垎浜垎浜?浠g爜鍒嗕負涓夐儴鍒?1.鎶借薄瑙掕壊綾?2.鐜╁鎺у埗鐨勮鑹茬被,3瑙掕壊綆$悊綾?鏈父鎴忎嬌鐢ㄧ殑鏄痟ge 2D寮曟搸 浠g爜濡備綍:</div><br /> <div></div><br /> <div>涓:鎶借薄瑙掕壊綾?</div><br /> <div>FGRoleObject.h鏂囦歡:</div><br /> <div>class FGRoleObject { public: </div><br /> <div>static void Init(HGE* m_hge) { hge = m_hge; } </div><br /> <div>/ /閫昏緫 virtual void Logic() = 0;</div><br /> <div>//緇樺埗 virtual void Render() = 0; </div><br /> <div>//鑾峰彇X鍧愭爣 float GetX(){return m_x;}</div><br /> <div>//鑾峰彇Y鍧愭爣 float GetY(){return m_y;}</div><br /> <div>/ /鑾峰彇ID int GetID(){return m_ID;} </div><br /> <div>//鑾峰彇鍚嶅瓧 char* GetName(){return m_Name;}</div><br /> <div>//鑾峰彇絳夌駭 int GetLevel(){return m_Level;} </div><br /> <div>//鑾峰彇HP float GetHp(){return m_Hp;}</div><br /> <div>//鑾峰彇MaxHp float GetMaxHp(){return m_MaxHp;}</div><br /> <div>//鑾峰彇Ep float GetEp(){return m_Ep;}</div><br /> <div>//鑾峰彇MaxEp float GetMaxEp(){return m_MaxEp;}</div><br /> <div>//鑾峰彇CP float GetCp(){return m_CP;}</div><br /> <div>//鑾峰彇MaxCp float GetMaxCp(){return m_MaxCp;} //鑾峰彇STR float GetSTR(){return m_STR;}</div><br /> <div>//鑾峰彇DEF float GetDEF(){return m_DEF;}</div><br /> <div>//鑾峰彇ATS float GetATS(){return m_ATS;}</div><br /> <div>//鑾峰彇ATF float GetADF(){return m_ADF;}</div><br /> <div>//鑾峰彇SPD float GetSPD(){return m_SPD;}</div><br /> <div>//鑾峰彇DEX float GetDEX(){return m_DEX;}</div><br /> <div>//鑾峰彇ADL float GetAGL(){return m_AGL;}</div><br /> <div>//鑾峰彇MOV float GetMOV(){return m_MOV;}</div><br /> <div>//鑾峰彇RNG float GetRNG(){return m_RNG;}</div><br /> <div>//鑾峰彇EXP float GetEXP(){return m_Exp;}</div><br /> <div>//鑾峰彇MaxExp float GetMaxExp(){return m_MaxExp;}</div><br /> <div>//鑾峰彇闃佃惀綾誨瀷 TYPE_Camp GetCamp(){return m_Camp;} </div><br /> <div>//璁劇疆紕版挒鍖哄煙鑼冨洿 void SetRect(float ltx,float lty,float rdx,float rdy) { m_rect.Set(ltx,lty,rdx,rdy); }</div><br /> <div>//瑙掕壊涓庤鑹蹭箣闂寸殑紕版挒澶勭悊 bool Intersect(FGRoleObject& role) { if( m_rect.Intersect(&role. m_rect)) { return true; } else { return false; } }</div><br /> <div>//璁劇疆鑻遍泟灞炴?void SetAttribute(int _level,float _MaxHp,float _Hp,float _MaxEp, float _Ep,float _STR,float _DEF,float _ATS, float _ADF,float _SPD,float _DEX,float _AGL,float _MOV,float _RNG,float _MaxCp,float _CP, float _MaxExp,float _Exp,float _NextExp); //璁劇疆鐘舵?void SetMode(AtionMode _mode) { m_ationmode = _mode; } protected: //1.緙栧彿 2.闃佃惀鏍囩ず 3.瑙掕壊鍚嶇О 4.瑙掕壊X鍧愭爣 5.瑙掕壊Y鍧愭爣 FGRoleObject(short _id, TYPE_Camp _camp,const char* _name, float _x,float _y); </div><br /> <div>//鏋愭瀯 virtual ~FGRoleObject(void);</div><br /> <div>static HGE* hge; </div><br /> <div>//閲戦挶 static float Mria;</div><br /> <div>//娓告垙鏃墮棿 static float PlayTime; </div><br /> <div>//闃佃惀鐨勭綾?TYPE_Camp m_Camp; </div><br /> <div>//瀛楃 char m_Name[256]; </div><br /> <div>//緙栧彿 short m_ID;</div><br /> <div>//瑙掕壊x鍧愭爣 float m_x;</div><br /> <div>//瑙掕壊y鍧愭爣 float m_y; </div><br /> <div>//紕版挒鍖哄煙瀵硅薄 hgeRect m_rect;</div><br /> <div>//閫熷害 float m_speed;</div><br /> <div>//瑙掕壊灞炴?int m_Level;</div><br /> <div>float m_MaxHp;</div><br /> <div>float m_Hp;</div><br /> <div>float m_MaxEp;</div><br /> <div>float m_Ep;</div><br /> <div>float m_STR; float m_DEF;</div><br /> <div>float m_ATS; float m_ADF; float m_SPD; float m_DEX; float m_AGL; float m_MOV;</div><br /> <div>float m_RNG;</div><br /> <div>float m_MaxCp;</div><br /> <div>float m_CP;</div><br /> <div>float m_MaxExp;</div><br /> <div>float m_Exp;</div><br /> <div>float m_NextExp; </div><br /> <div>//琛岃蛋鏂瑰悜 Drection m_drection; </div><br /> <div>//瑙掕壊鐘舵?AtionMode m_ationmode; };</div><br /> <div></div><br /> <div>FGRoleObject.cpp鏂囦歡:</div><br /> <div></div><br /> <div>#include "FGRoleObject.h"</div><br /> <div>HGE* FGRoleObject:: hge = 0; </div><br /> <div>FGRoleObject::~FGRoleObject(void){</div><br /> <div>}</div><br /> <div></div><br /> <div>FGRoleObject::FGRoleObject(short _id, TYPE_Camp _camp,const char* _name, float _x,float _y){ m_ID = _id;</div><br /> <div>//璧嬪奸樀钀?鎴戞柟榪樻槸鏁屾柟 m_Camp = _camp;</div><br /> <div>strcpy( m_Name,_name); </div><br /> <div>m_x = _x;</div><br /> <div>m_y = _y; </div><br /> <div>SetMode(WAIT);</div><br /> <div>//鍒濆鍖栫殑鏃跺欐病鏈夎緗鎾炲尯鍩?紕版挒涓? m_rect.Set(0,0,0,0);}</div><br /> <div></div><br /> <div>void FGRoleObject::SetAttribute(int _level,float _MaxHp,float _Hp,float _MaxEp, float _Ep,float _STR,float _DEF,float _ATS, float _ADF,float _SPD,float _DEX,float _AGL,float _MOV,float _RNG,float _MaxCp,float _CP, float _MaxExp,float _Exp,float _NextExp){ m_Level = _level;</div><br /> <div>m_MaxHp = _MaxHp;</div><br /> <div>m_Hp = _Hp;</div><br /> <div>m_MaxEp = _MaxEp;</div><br /> <div>m_Ep = _Ep;</div><br /> <div>m_STR = _STR; m_DEF = _DEF;</div><br /> <div>m_ATS = _ATS; m_ADF = _ADF; m_SPD = _SPD; m_DEX = _DEX; m_AGL = _AGL; m_MOV = _MOV;</div><br /> <div>m_RNG = _RNG;</div><br /> <div>m_MaxCp = _MaxCp;</div><br /> <div>m_CP = _CP;</div><br /> <div>m_MaxExp = _MaxExp;</div><br /> <div>m_Exp = _Exp;</div><br /> <div>m_NextExp = _NextExp; }</div><br /> <div></div><br /> <div>FGMyRole.h鏂囦歡:</div><br /> <div></div><br /> <div>class FGMyRole :public FGRoleObject{public: //鍩虹被鐨勫弬鏁?1.緙栧彿 2.闃佃惀鏍囩ず 3.瑙掕壊鍚嶇О 4.瑙掕壊X鍧愭爣 5.瑙掕壊Y鍧愭爣 //hgeAnimation綾婚渶瑕佸弬鏁? 6.璐村浘涓殑x鍧愭爣 7.璐村浘涓殑y鍧愭爣 8.璐村浘涓瘡涓甯х殑瀹?9.璐村浘涓瘡涓甯х殑楂?// 10.鍔ㄧ敾鎾斁鐨勯熷害 11.鍔ㄧ敾鎬誨叡鐨勫撫鏁?12.鍔ㄧ敾鎵闇瑕佺殑璐村浘 //鎴戞柟瑙掕壊鏈韓鐨勫弬鏁? 13.UI涓鑹蹭漢鐗╁浘鐗?14.瑙掕壊鐨勭Щ鍔ㄧ殑閫熷害 FGMyRole(short _id, TYPE_Camp _camp, char* _name,float _x, float _y, float _tx, float _ty, float _tw, float _th, float _fps, int _nframe, HTEXTURE _tex,short _h_Index, float m_speed); virtual ~FGMyRole(void); void Logic();</div><br /> <div></div><br /> <div>void Render(); </div><br /> <div></div><br /> <div>short GethSpri_UIIndex() { return hSpri_UIIndex; }</div><br /> <div></div><br /> <div>//鍒濆鍖栬澶囨Ы void InitEquips();</div><br /> <div></div><br /> <div>//瑁呭鏍忔暟緇?嬈℃父鎴忔嫢鏈?涓澶囨Ы ItemObject* Equips[5]; </div><br /> <div>private: //瑙掕壊澶村儚鍥劇墖绱㈠紩(UI ) short hSpri_UIIndex;</div><br /> <div>//鍔ㄧ敾瀵硅薄 hgeAnimation* spr[8]; </div><br /> <div>//fps鎾斁鐨勯熷害 float FPS;</div><br /> <div>//甯ф暟 int Nframe;</div><br /> <div>//璐村浘涓殑X鍧愭爣 float tx;</div><br /> <div>//璐村浘涓殑Y鍧愭爣 float ty;</div><br /> <div>//璐村浘涓殑闀?float tw;</div><br /> <div>//璐村浘涓殑瀹?float th; };</div><br /> <div></div><br /> <div>FGMyRole.cpp鏂囦歡:</div><br /> <div></div><br /> <div>#include "FGMyRole.h"#include "FGGameScreen.h" </div><br /> <div>FGMyRole::FGMyRole(short _id, TYPE_Camp _camp, char* _name,float _x, float _y, float _tx, float _ty, float _tw, float _th, float _fps, int _nframe, HTEXTURE _tex,short _h_Index, float _speed):FGRoleObject(_id,_camp,_name,_x,_y) { SetAttribute(4,163,163,250,203,44,46,20,15,15,16,4,4,2,46,46,500,100,250); </div><br /> <div>m_speed = _speed; </div><br /> <div>FPS = _fps;</div><br /> <div>Nframe = _nframe;</div><br /> <div>tx = _tx;</div><br /> <div>ty = _ty;</div><br /> <div>tw = _tw;</div><br /> <div>th = _th; </div><br /> <div>hSpri_UIIndex = _h_Index;</div><br /> <div>for(int i=0;i<8;i ) { spr[i] = new hgeAnimation(_tex,Nframe,FPS,tx,ty 128*i,tw,th);</div><br /> <div>spr[i]->Play(); } m_drection = RIGHT; //鍒濆鍖栬鑹茶澶?InitEquips(); }</div><br /> <div>FGMyRole::~FGMyRole(void){ for(int i=7;i<0;i--) { if(spr[i]!=NULL) { delete spr[i];</div><br /> <div>spr[i] = NULL; } }}</div><br /> <div>void FGMyRole::Logic(){ //鍔ㄧ敾鏇存柊 spr[m_drection]->Update(hge->Timer_GetDelta()); </div><br /> <div>//鐘舵?switch(m_ationmode) { case MOVE: //閿洏鍝嶅簲 if(hge->Input_GetKeyState(HGEK_W)) //涓?{ if(hge->Input_GetKeyState(HGEK_D)) { m_y-=m_speed; m_x =m_speed; m_drection = RIGHTUP; </div><br /> <div>} else if(hge->Input_GetKeyState(HGEK_A)) { m_y-=m_speed; m_x-=m_speed; m_drection = LEFTUP; } else if(hge->Input_GetKeyState(HGEK_S)) { m_y =m_speed;</div><br /> <div>m_drection = DOWN; } else { m_y-=m_speed;</div><br /> <div>m_drection = UP; } </div><br /> <div>spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1")); } else if(hge->Input_GetKeyState(HGEK_S)) //涓?{ if(hge->Input_GetKeyState(HGEK_W)) { m_y-=m_speed;</div><br /> <div>m_drection = UP;</div><br /> <div>} else if(hge->Input_GetKeyState(HGEK_D)) { m_x =m_speed;</div><br /> <div>m_y =m_speed;</div><br /> <div>m_drection = RIGHTDOWN; } else if(hge->Input_GetKeyState(HGEK_A)) { m_x-=m_speed;</div><br /> <div>m_y =m_speed; m_drection = LEFTDOWN; } else { m_y =m_speed; m_drection = DOWN; } spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1")); } else if(hge->Input_GetKeyState(HGEK_D)) //鍙?{ if(hge->Input_GetKeyState(HGEK_W)) { m_x =m_speed;</div><br /> <div>m_y-=m_speed;</div><br /> <div>m_drection = RIGHTUP; } else if(hge->Input_GetKeyState(HGEK_S)) { m_x =m_speed;</div><br /> <div>m_y =m_speed;</div><br /> <div>m_drection = RIGHTDOWN; } else if(hge->Input_GetKeyState(HGEK_A)) { m_x-=m_speed;</div><br /> <div>m_drection = LEFT; } else { m_x =m_speed; m_drection = RIGHT; } spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1")); } else if(hge->Input_GetKeyState(HGEK_A)) //宸?{ if(hge->Input_GetKeyState(HGEK_W)) { m_x-=m_speed;</div><br /> <div>m_y-=m_speed;</div><br /> <div>m_drection = LEFTUP; } else if(hge->Input_GetKeyState(HGEK_D)) { m_x =m_speed;</div><br /> <div>m_drection = RIGHT; } else if(hge->Input_GetKeyState(HGEK_S)) { m_x-=m_speed;</div><br /> <div>m_y =m_speed;</div><br /> <div>m_drection = LEFTDOWN; } else { m_x-=m_speed;</div><br /> <div>m_drection = LEFT; } spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1")); } else { //鍦ㄦ病鏈変換浣曟寜閿搷搴旀椂鎶婂姩鐢誨撫鏁拌皟鏁翠負0 spr[m_drection]->SetFrame(0); spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-waiting")); SetMode(WAIT); } if(hge->Input_GetKeyState(HGEK_CTRL)) { SetMode(ATTACT); spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-attact1")); spr[m_drection]->SetSpeed(15); spr[m_drection]->SetFrame(0); } break; case WAIT: //寰呮満鐘舵?//閿洏鍝嶅簲 if(hge->Input_GetKeyState(HGEK_W)) //涓?{ if(hge->Input_GetKeyState(HGEK_D)) { m_drection = RIGHTUP; } else if(hge->Input_GetKeyState(HGEK_A)) { m_drection = LEFTUP; } else if(hge->Input_GetKeyState(HGEK_S)) { m_drection = DOWN; } else { m_drection = UP; } spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1"));</div><br /> <div>SetMode(MOVE); } else if(hge->Input_GetKeyState(HGEK_S)) //涓?{ if(hge->Input_GetKeyState(HGEK_W)) { m_drection = UP; } else if(hge->Input_GetKeyState(HGEK_D)) { m_drection = RIGHTDOWN; } else if(hge->Input_GetKeyState(HGEK_A)) { m_drection = LEFTDOWN; } else { m_drection = DOWN; } spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1"));</div><br /> <div>SetMode(MOVE); } else if(hge->Input_GetKeyState(HGEK_D)) //鍙?{ if(hge->Input_GetKeyState(HGEK_W)) { m_drection = RIGHTUP; } else if(hge->Input_GetKeyState(HGEK_S)) { m_drection = RIGHTDOWN; } else if(hge->Input_GetKeyState(HGEK_A)) { m_drection = LEFT; } else { m_drection = RIGHT; } spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1"));</div><br /> <div>SetMode(MOVE); } else if(hge->Input_GetKeyState(HGEK_A)) //宸?{ if(hge->Input_GetKeyState(HGEK_W)) { m_drection = LEFTUP; } else if(hge->Input_GetKeyState(HGEK_D)) { m_drection = RIGHT; } else if(hge->Input_GetKeyState(HGEK_S)) { m_drection = LEFTDOWN; } else { m_drection = LEFT; } spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-move1"));</div><br /> <div>SetMode(MOVE); } if(hge->Input_GetKeyState(HGEK_CTRL)) { SetMode(ATTACT); spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-attact1")); spr[m_drection]->SetSpeed(15); spr[m_drection]->SetFrame(0); }</div><br /> <div>break; case ATTACT: //鏀誨嚮鐘舵?if(spr[m_drection]->GetFrame()==7) { SetMode(WAIT); spr[m_drection]->SetTexture(FGResMangner::mangner->GetTexture("role2-waiting")); spr[m_drection]->SetSpeed(5); } break; case BATTACT: //琚敾鍑葷姸鎬?break; case DEATH: //姝諱骸鐘舵?break; }</div><br /> <div>}</div><br /> <div>void FGMyRole::Render(){ spr[m_drection]->Render(m_x,m_y);}</div><br /> <div>void FGMyRole::InitEquips(){ for(int i=0;i<5;i ) { Equips[i] = NULL; } </div><br /> <div>switch(m_ID) { case 0://瑙掕壊1 //姝﹀櫒 Equips[0] = new Weanpon(ItemObject::WEANPON,0,0,0,0); //闃插叿 Equips[1] = new Clothes(ItemObject::CLOTHES,1,9,9,0); //闉嬪瓙 Equips[2] = new Clothes(ItemObject::CLOTHES,2,11,11,0); //楗板搧 Equips[3] = new Clothes(ItemObject::CLOTHES,3,12,12,0); //楗板搧 Equips[4] = new Clothes(ItemObject::CLOTHES,4,12,12,0); break; case 1://瑙掕壊2 Equips[0] = new Weanpon(ItemObject::WEANPON,1,1,1,0); break; } } </div><br /> <div></div><br /> <div>FGRoleManager.h鏂囦歡:</div><br /> <div></div><br /> <div>class FGRoleManager{public: //綆$悊綾誨璞?姝ゅ璞″彧鏈変竴涓?static FGRoleManager* mangner; </div><br /> <div>//褰撳墠閫変腑鐨勮鑹插璞?static FGRoleObject* CurRole;</div><br /> <div>//瑙掕壊鐨刬d鍙瘋繛琛ㄧ敤鏉ヨ褰曟暣涓父鎴忕帺瀹?涓鍏辨嫢鏈夊灝戜釜瑙掕壊鐨処D list<short> listid;</div><br /> <div>list<short>::iterator iterid;</div><br /> <div>~FGRoleManager(void);</div><br /> <div>static FGRoleManager* Instance(HGE* _hge) { if(0 == mangner) { hge = _hge; </div><br /> <div>FGRoleObject::Init(hge); </div><br /> <div>return mangner = new FGRoleManager(); }</div><br /> <div>return mangner; }</div><br /> <div>void Logic();</div><br /> <div>void Render();</div><br /> <div>void AddRole(FGRoleObject& _object);</div><br /> <div>void DeleteRole(FGRoleObject& _object);</div><br /> <div>//鑾峰彇瑙掕壊-鏍規嵁ID鏉ヨ幏鍙?FGRoleObject* GetRole(short id);</div><br /> <div>//璐х墿瑙掕壊id浠巐ist涓?short GetIDFromeList(short index);</div><br /> <div>//鑾峰彇鎴戞柟闃佃惀浜烘暟 short GetMyRoleNums();</div><br /> <div>//鑾峰彇鏁屾柟闃佃惀浜烘暟 short GetEnemyNums(); protected:</div><br /> <div>private: list<FGRoleObject*> listobject;</div><br /> <div>list<FGRoleObject*>::iterator iterobject; </div><br /> <div>FGRoleManager(void);</div><br /> <div>static HGE* hge; };</div><br /> <div></div><br /> <div>FGRoleManager.cpp鏂囦歡:</div><br /> <div></div><br /> <div>HGE* FGRoleManager::hge = NULL;</div><br /> <div>FGRoleManager* FGRoleManager::mangner = NULL;</div><br /> <div>FGRoleObject* FGRoleManager::CurRole = NULL;</div><br /> <div>FGRoleManager::FGRoleManager(void){</div><br /> <div>} </div><br /> <div>FGRoleManager::~FGRoleManager(void){</div><br /> <div>} void FGRoleManager::Logic(){ //鎵鏈夎鑹插悇鑷繍琛岃嚜宸辯殑閫昏緫 for(iterobject = listobject.begin();iterobject!= listobject.end();iterobject ) { (*iterobject)->Logic(); }}</div><br /> <div>void FGRoleManager::Render(){ //鎵鏈夎鑹插悇鑷繍琛岃嚜宸辯殑緇樺埗 for(iterobject = listobject.begin();iterobject!=listobject.end();iterobject ) { (*iterobject)->Render(); }}</div><br /> <div>void FGRoleManager::AddRole(FGRoleObject& _object){ //鍔犲叆瑙掕壊瀵硅薄 listobject.push_front(&_object);</div><br /> <div>//鍔犲叆瑙掕壊id listid.push_back((&_object)->GetID());</div><br /> <div>}</div><br /> <div>void FGRoleManager::DeleteRole(FGRoleObject& _object){ if(listobject.empty()) return; listobject.remove(&_object);}</div><br /> <div>short FGRoleManager::GetMyRoleNums(){ short temp = 0;</div><br /> <div>for(iterobject = listobject.begin();iterobject!=listobject.end();iterobject ) { if((*iterobject)->GetCamp() == PLAYER) { temp ; } } return temp; }</div><br /> <div>short FGRoleManager::GetEnemyNums(){ short temp = 0;</div><br /> <div>for(iterobject = listobject.begin();iterobject!=listobject.end();iterobject ) { if((*iterobject)->GetCamp() == ENEMY) { temp ; } }</div><br /> <div>return temp; }</div><br /> <div>FGRoleObject* FGRoleManager::GetRole(short id){ for(iterobject = listobject.begin();iterobject!=listobject.end();iterobject ) { if(id == (*iterobject)->GetID() ) { return *iterobject; } }</div><br /> <div>return NULL;}</div><br /> <div>short FGRoleManager::GetIDFromeList(short index){ int tempindex = 0;</div><br /> <div>for(iterid = listid.begin();iterid!=listid.end(); iterid ) { if(tempindex == index) { return *iterid; } tempindex ; }</div><br /> <div>return 0;}</div><br /> <div></div><br /> <div>姝よ璁¤繍鐢ㄤ簡緇ф壙鍜屽鐘?鍦ㄧ鐞嗙被(FGRoleManager)閲屾湁涓涓熀綾?FGRoleObjetct)鐨刲ist 鏉ュ瓨鏀懼瓙綾誨璞?閫氳繃list鏉ョ粺涓綆$悊瀛愮被瀵硅薄.</div><br /> <div>涓嬮潰鎴戝啓涓嬭嚜宸辯殑涓浜涜璁℃兂娉曪細 </div><br /> <div>鍩烘湰綾籉GRoleObject錛?/div><br /> <div>綾繪垚鍛橈細</div><br /> <div>鍙厑璁稿啓娓告垙瑙掕壊鎷ユ湁鐨勫睘鎬э細姣斿hp mp x y(瑙掕壊鐨勫潗鏍?絳?/div><br /> <div>璇存槑錛氫負浜嗚姝ょ被鏇村姞鐨勯氱敤錛屼綍涓洪氱敤鍛紵灝辨槸榪欎釜綾誨彲浠ラ傜敤浜庝換浣曟父鎴忥紝鍦ㄧ紪鍐欎換浣曟父鎴忕殑鏃跺欓兘鍙互鎷挎潵浣跨敤錛岀敱浜庡埗浣滄父鎴忕殑寮曟搸涓嶄竴鏍鳳紝閭d箞緇樺埗鐨勫鐞嗕篃浼氫笉涓鏍鳳紝鍥犳鍩虹被鐨勬垚鍛橀噷鍙兘鍐欐暣涓父鎴忚鑹叉墍闇瑕佺殑灞炴у彉閲忋?/div><br /> <div>綾繪垚鍛樺嚱鏁幫細</div><br /> <div>娓告垙瑙掕壊閫氱敤鐨勮涓猴紝姣斿紕版挒澶勭悊錛屽睘鎬х殑璁劇疆絳夌瓑 錛屾病 涓鑹插繀欏誨緱鐢ㄧ殑涓婄殑銆?</div><br /> <div></div><br /> <div>瀛愮被FGMyRole:</div><br /> <div>姝ょ被閲岀殑鎴愬憳錛屽彲浠ュ姞鍏ヨ鑹茬殑涓浜涚壒鏈夌殑鍙橀噺錛屾牴鎹笉鍚岀殑寮曟搸鐨勭粯鍒跺鐞嗘満鍒朵笉鍚岋紝瀵瑰簲涓嶅悓鐨勮祫婧愬璞★紝姣斿鍦ㄨ繖涓被鐨?閲囩敤 鐨勬槸hge鐨勫姩鐢誨璞℃潵緇樺埗瑙掕壊錛岄偅涔堟垚鍛橀噷灝卞彲浠ュ姞鍏ュ姩鐢葷被鐨勫璞★紝鍙﹀瑙掕壊榪樿澶囩郴緇燂紝鑷劧涔熻鍔犱笂綆$悊瑁呭鐨勬暟鎹粨鏋勶紝榪欓噷鏄敤涓涓竴綰暟緇勩?</div><br /> <div></div><br /> <div>鏁翠釜瑙掕壊鐨勭鐞嗙被 FGRoleManager:</div><br /> <div>姝ょ被鍒╃敤list瑙掕壊鍩虹被鎸囬拡鐨勮繛琛ㄦ潵綆$悊瑙掕壊鐨勬瘡涓涓璞?鎴愬憳鏂規硶涓昏瀹炵幇鏁翠釜娓告垙鐨勮鑹茬殑娣誨姞錛屽垹闄わ紝閫氳繃緙栧彿鏉ヨ幏鍙栨煇涓鑹茬瓑絳夈傛綾婚噰鐢ㄥ崟浠舵ā寮忥紝鏁翠釜娓告垙閲屽彧鏈変竴涓鑹茬鐞嗗璞★紝嬈″璞$鐞哊PC 鎴戞斁錛屾晫鏂癸紝涓珛絳夎鑹層傝繖浜涜鑹插彲浠ュ叏閮ㄥ姞鍏ュ埌list榪炶〃閲岀粺涓綆$悊錛屾瘮濡傜粺涓緇樺埗錛岀粺涓閫昏緫絳夌瓑銆傜敱浜庤繛琛ㄩ噷瀛樺湪涓嶅悓綾誨瀷鐨勫璞★紝閭d箞灝卞繀欏誨緱鏈変竴涓綾葷殑鏍囩ず錛屾綾婚噷鐢ㄤ簡涓涓綾葷殑enum鏋氫婦 鐩墠鍙啓浜嗘垜鏂歸樀钀ョ被鍨?鍜屾晫鏂歸樀钀ョ被鍨?鍚庨潰榪樺洖鏈変腑绔嬬殑綾誨瀷錛屾瘮濡俷pc銆傛湁浜嗚繖涓被鍨嬫爣紺?閭d箞灝卞彲浠ュ緢杞繪澗鐨勮幏鍙栧悇縐嶈鑹插璞′簡銆?/div><br /> <div></div><br /> <div>浠ヤ笂鏄鑹叉ā鍧楃殑鍒濇璁捐錛屾湰浜哄垵C 澶у瀵規垜鐨勮璁℃兂娉曟湁浠涔堝ソ鐨勬剰瑙佽絎竴鏃墮棿 鎻愬嚭 浜掔浉瀛︿範錛宷q:350544011.</div></div></div></div></div></div></div></div></div><img src ="http://www.shnenglu.com/gongjing19861110/aggbug/168608.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.shnenglu.com/gongjing19861110/" target="_blank">GLpro</a> 2012-03-22 14:51 <a href="http://www.shnenglu.com/gongjing19861110/archive/2012/03/22/168608.html#Feedback" target="_blank" style="text-decoration:none;">鍙戣〃璇勮</a></div>]]></description></item></channel></rss> <footer> <div class="friendship-link"> <p>感谢您访问我们的网站,您可能还对以下资源感兴趣:</p> <a href="http://www.shnenglu.com/" title="精品视频久久久久">精品视频久久久久</a> <div class="friend-links"> </div> </div> </footer> <a href="http://www.ksszzyy.cn" target="_blank">久久青青草原亚洲av无码app</a>| <a href="http://www.pkx9.cn" target="_blank">久久久久久国产精品无码下载</a>| <a href="http://www.ode.net.cn" target="_blank">97久久久精品综合88久久</a>| <a href="http://www.e8ux.cn" target="_blank">亚洲一级Av无码毛片久久精品</a>| <a href="http://www.bluecc.com.cn" target="_blank">久久久久免费视频</a>| <a href="http://www.printinginfo.com.cn" target="_blank">精品久久久久久无码人妻蜜桃 </a>| <a href="http://www.88815755.cn" target="_blank">国产精品日韩欧美久久综合</a>| <a href="http://www.jincheng365.cn" target="_blank">97久久精品国产精品青草</a>| <a href="http://www.jfhtgj.cn" target="_blank">99久久精品免费看国产</a>| <a href="http://www.ahzyjlr.cn" target="_blank">一极黄色视频久久网站</a>| <a href="http://www.15cssf.cn" target="_blank">久久精品国产亚洲av影院</a>| <a href="http://www.mz025.cn" target="_blank">久久成人国产精品一区二区</a>| <a href="http://www.hetiandai.cn" target="_blank">久久久久青草线蕉综合超碰</a>| <a href="http://www.tx273517.cn" target="_blank">国产精品99久久99久久久</a>| <a href="http://www.122797929.cn" target="_blank">色综合合久久天天给综看</a>| <a href="http://www.0553fc.cn" target="_blank">久久精品aⅴ无码中文字字幕不卡</a>| <a href="http://www.fbnnfzx.cn" target="_blank">国产精品成人无码久久久久久</a>| <a href="http://www.mlbj.net.cn" target="_blank">久久婷婷五月综合成人D啪</a>| <a href="http://www.export-trade.com.cn" target="_blank">亚洲国产精品嫩草影院久久</a>| <a href="http://www.nsom.org.cn" target="_blank">久久精品一本到99热免费</a>| <a href="http://www.aliyundjq.cn" target="_blank">国产午夜精品理论片久久影视</a>| <a href="http://www.xiatiancaiwu.cn" target="_blank">亚洲国产日韩综合久久精品</a>| <a href="http://www.z1568.cn" target="_blank">欧美777精品久久久久网</a>| <a href="http://www.wirja9.cn" target="_blank">伊人久久大香线蕉综合热线</a>| <a href="http://www.vfmg.cn" target="_blank">精品久久人人爽天天玩人人妻 </a>| <a href="http://www.bodycode.net.cn" target="_blank">久久综合九色综合久99</a>| <a href="http://www.6105555.cn" target="_blank">97精品依人久久久大香线蕉97</a>| <a href="http://www.fridc.cn" target="_blank">久久久久亚洲av毛片大</a>| <a href="http://www.suzhougarden.cn" target="_blank">久久精品国产精品亚洲毛片</a>| <a href="http://www.zzc40.cn" target="_blank">伊人精品久久久久7777</a>| <a href="http://www.gdkm2.cn" target="_blank">2020最新久久久视精品爱</a>| <a href="http://www.zgktjj.cn" target="_blank">久久久久人妻一区精品性色av</a>| <a href="http://www.dowee.com.cn" target="_blank">囯产极品美女高潮无套久久久 </a>| <a href="http://www.abovefq.cn" target="_blank">国产精品无码久久久久</a>| <a href="http://www.3second.cn" target="_blank">午夜精品久久久久久99热</a>| <a href="http://www.cpp521.cn" target="_blank">日韩十八禁一区二区久久</a>| <a href="http://www.egpk.cn" target="_blank">久久国产视频99电影</a>| <a href="http://www.b2bnn.cn" target="_blank">91久久精品国产91性色也</a>| <a href="http://www.sz5111.cn" target="_blank">国产成人综合久久综合</a>| <a href="http://www.0751seo.cn" target="_blank">久久A级毛片免费观看</a>| <a href="http://www.hadonghoon.cn" target="_blank">人妻无码久久一区二区三区免费 </a>| <script> (function(){ var bp = document.createElement('script'); var curProtocol = window.location.protocol.split(':')[0]; if (curProtocol === 'https') { bp.src = 'https://zz.bdstatic.com/linksubmit/push.js'; } else { bp.src = 'http://push.zhanzhang.baidu.com/push.js'; } var s = document.getElementsByTagName("script")[0]; s.parentNode.insertBefore(bp, s); })(); </script> </body>