锘??xml version="1.0" encoding="utf-8" standalone="yes"?>久久综合综合久久综合,人人狠狠综合88综合久久,国内精品久久久久久久涩爱 http://www.shnenglu.com/gongjing19861110/archive/2012/07/16/183786.htmlGLproGLproMon, 16 Jul 2012 13:22:00 GMThttp://www.shnenglu.com/gongjing19861110/archive/2012/07/16/183786.htmlhttp://www.shnenglu.com/gongjing19861110/comments/183786.htmlhttp://www.shnenglu.com/gongjing19861110/archive/2012/07/16/183786.html#Feedback0http://www.shnenglu.com/gongjing19861110/comments/commentRss/183786.htmlhttp://www.shnenglu.com/gongjing19861110/services/trackbacks/183786.html涓.璁$畻鏈哄睆騫曚笂鐨勯鑹茶〃紺烘柟娉?
1.RGB琛ㄧず鎴栬匒RGB琛ㄧず:
1)32浣嶇殑棰滆壊A,R,G,B鍒嗗埆鍗?浣?涓鍏?涓瓧鑺?32浣?,閭d箞姣忎釜鍒嗛噺
鐨勫彇鍊艱寖鍥翠負(fù)0--255(鍗佽繘鍒?鎴栬?--ff(鍗佸叚榪涘埗)
2)24浣嶇殑棰滆壊,姣忎釜棰滆壊鍒嗛噺鐢?浣嶆潵琛ㄧず.

闂:璇村埌榪欓噷,鏈変漢灝變細(xì)闂?鏈夋病鏈夊叾浠栦綅鏁扮殑棰滆壊,鍏朵粬浣嶆暟鐨勯鑹叉瘡涓?br />鍒嗛噺鍒嗗埆鍗犲嚑浣嶅憿? 姣斿16浣嶇殑 姣斿8浣嶇殑?

浜?棰滆壊鐨勮綆?/p>

1)棰滆壊鍔犳硶:
  涓ょ棰滆壊鐨勫悇涓垎閲忓垎鍒浉鍔?
  姣斿棰滆壊C1(r1,g1,b1)鍜孋2(r2,g2,b2)
  C3 = C1+C2 = (r1+r2,g1+g2,b1+b2)
鐒跺悗榪欐牱鐩稿姞姣忎釜鍒嗛噺鏈夊彲鑳戒細(xì)瓚呰繃鍒嗛噺鐨勫彇鍊艱寖鍥?鎵浠ュ湪鍋氬姞娉曠殑鏃跺?br />闇瑕佸姣忎釜鍒嗛噺榪涜澶勭悊,淇濊瘉鐩稿姞鍚庣殑鍒嗛噺鏄湪姝e父鏁板間箣闂?

2)棰滆壊鐨勮皟鍒?br />  棰滆壊*鏍囬噺,鍙互杈懼埌棰滆壊鍙樹(shù)寒鎴栬呭彉鏆楃殑鏁堟灉,姣斿:
 C1*s = (s*r1,s*g1,*b1)
榪欓噷涔熻娉ㄦ剰鍚屼笂鐨勯棶棰?

  棰滆壊*棰滆壊,渚嬪C1*C2 = (r1*r2,g1*g2,b1*b2)
榪欓噷涔熻娉ㄦ剰鍚屼笂鐨勯棶棰?

浣跨敤浠ヤ笂3縐嶉鑹茶繘琛屾販鍚堣綆楀彲浠ュ緱鍒板緢澶氭晥鏋?
 
3)alpha娣峰悎
鍦ˋRGB妯″紡鐨勯鑹蹭腑,A灝辨槸琛ㄧずalpha鍊? alpha鍊肩敤鏉ュ仛涓ょ棰滆壊
鐨勬販鍚堣綆?寰楀埌涓浜涙晥鏋?姣斿鍗婇忔槑鏁堟灉,涓嶉忔槑,鎴栬呭叏閫忔槑,絳夌瓑.
鍋氶忔槑鏁堟灉涓瀹氭槸2縐嶉鑹茶繘琛宎lpha娣峰悎榪愮畻寰楁潵鐨?
浠巃lpha娣峰悎鍏紡灝辮兘鐪嬪嚭鏉ワ細(xì)

鏈緇堝儚绱犻鑹插?= 婧愬儚绱犻鑹插鹼紙灝嗚緇樺埗鐨勶級(jí)*alpha+ 鐩殑鍍忕礌棰滆壊鍊?宸茬粡緇樺埗鐨?*(1-alpha) 

榪欓噷鐨刟lpha鐨勫彇鍊艱寖鍥翠負(fù)0-1涔嬮棿銆?/p>

涓孌甸忔槑搴︾殑瀹炵幇渚嬪瓙錛?br />float R1 = 255;
 
float G1 = 0;
 
float B1 = 0;
 
float A1 = 0.3f;

 
float R2 = 255;
 
float G2 = 255;
 
float B2 = 255;
 
float A2 = 1;  
 
//榪涜aphla娣峰悎
 
DWORD AphlaCorlorR = R1*A1+(1-A1)*(R2); R1鐨?0%棰滆壊 + R2鐨?0%鐨勯鑹詫紝寰楀嚭鏉ョ殑鏁堟灉鎯寵薄鍙煡R2鐨勯鑹叉垚鍒嗗浜涳紝榪欐牱R1鍜孯2鐨勯鑹茶繘琛屾瘮杈冪湅璧鋒潵 R1鐩稿R2鏉ヨ灝辨槸閫忔槑鐨勶紝浣嗕笉鏄崐閫忔槑

DWORD AphlaCorlorG = G1*A1+(1-A1)*(G2); 鍚屼笂

DWORD AphlaCorlorB = B1*A1+(1-A1)*(B2); 鍚屼笂


棰滆壊璁$畻鐩稿叧鐭ヨ瘑鍙傜収<<3D緙栨垚澶у笀鎶宸?gt;>,絎?绔犺妭8.1.1棰滆壊妯″瀷鍜屾潗璐ㄣ?br />嬈㈣繋鍔犲叆QQ緹?:45811732



GLpro 2012-07-16 21:22 鍙戣〃璇勮
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娓告垙涓殑璧勬簮綆$悊閮ㄥ垎鐨勮璁?C++璇█鎻忚堪)http://www.shnenglu.com/gongjing19861110/archive/2012/04/03/169972.htmlGLproGLproTue, 03 Apr 2012 15:22:00 GMThttp://www.shnenglu.com/gongjing19861110/archive/2012/04/03/169972.htmlhttp://www.shnenglu.com/gongjing19861110/comments/169972.htmlhttp://www.shnenglu.com/gongjing19861110/archive/2012/04/03/169972.html#Feedback0http://www.shnenglu.com/gongjing19861110/comments/commentRss/169972.htmlhttp://www.shnenglu.com/gongjing19861110/services/trackbacks/169972.html闃呰鍏ㄦ枃

GLpro 2012-04-03 23:22 鍙戣〃璇勮
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鍏充簬DxSprite 鐨勪竴涓濊?/title><link>http://www.shnenglu.com/gongjing19861110/archive/2012/03/24/168815.html</link><dc:creator>GLpro</dc:creator><author>GLpro</author><pubDate>Sat, 24 Mar 2012 10:39:00 GMT</pubDate><guid>http://www.shnenglu.com/gongjing19861110/archive/2012/03/24/168815.html</guid><wfw:comment>http://www.shnenglu.com/gongjing19861110/comments/168815.html</wfw:comment><comments>http://www.shnenglu.com/gongjing19861110/archive/2012/03/24/168815.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.shnenglu.com/gongjing19861110/comments/commentRss/168815.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/gongjing19861110/services/trackbacks/168815.html</trackback:ping><description><![CDATA[<p>      鍦ㄧ粯鍒剁殑鏃跺?Sprite鏄粯鍒朵竴寮犳寚瀹氱殑璐村浘(鍥劇墖)鐨勬煇涓涓煩褰㈠尯鍩?</p> <p>濡傛灉澶у鐔熸?zhèn)夋墜鏈烘父鎴忕殑J2ME閲岀殑<br />image.setclip(x,y,width,height);<br />image.draw(x,y,0);</p> <p>閭d箞瀵逛簬DxSprite鐨勭粯鍥劇殑鏂瑰紡鏈変簺鎬濊冪殑闂:</p> <p>  鍋囧杞藉叆涓寮犳湁寰堝灝忕殑鍏冪礌緇勬垚鐨勪竴寮犲ぇ鍥劇墖,鐒跺悗浣跨敤sprite鐨勭粯鍒舵柟娉?緇樺埗鐨勬椂鍊?br />浼犲叆緇樺埗榪欏紶澶у湴鍥劇殑鏌愪竴涓煩褰㈠尯鍩?閭d箞搴曞眰鐨勫疄鐜頒細(xì)涓嶄細(xì)璺烰2ME閲岀殑涓鏍?鍏堢粯鍒跺嚭涓寮?br />鏁村浘,鐒跺悗璁劇疆鍙鍖哄煙,濡傛灉鏄繖鏍烽偅涔堝湪緇樺埗姣忎竴涓皬鍏冪礌鐨勬椂鍊欏氨寰楃敾涓寮犲緢澶х殑鍥懼湪<br />鍐呭瓨緙撳啿鍖哄煙. 濡傛灉DxSprite涓嶆槸榪欐牱鐨?閭d箞</p> <p>鎶婁竴寮犲ぇ鍥劇墖鍒嗘垚寰堝灝忓浘鐗?鐒跺悗緇樺埗姣忎竴涓厓绱犵殑鏃跺欐敼鍙榮prite鐨勫浘鐗囨潵緇樺埗,鐭╁艦鍖哄煙涓烘暣寮犲浘鐗囩殑鍖哄煙</p> <p>鍜宻prite緇樺埗鍥劇墖鐨勬椂鍊欎紶鍏ヤ竴寮犲ぇ鍥?鏀瑰彉緇樺埗鐨勭煩褰㈠尯鍩熸潵緇樺埗,璐村浘涓嶅彉.</p> <p>榪欎袱縐嶆柟寮忓湪鏁堢巼涓婃湁鍖哄埆鍚?<br /></p><img src ="http://www.shnenglu.com/gongjing19861110/aggbug/168815.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> 2012-03-24 18:39 <a href="http://www.shnenglu.com/gongjing19861110/archive/2012/03/24/168815.html#Feedback" target="_blank" style="text-decoration:none;">鍙戣〃璇勮</a></div>]]></description></item><item><title>鑷繁瀹炵幇浜?jiǎn)STL閲岀殑list閮ㄥ垎鍔熻兘http://www.shnenglu.com/gongjing19861110/archive/2012/03/24/168779.htmlGLproGLproFri, 23 Mar 2012 22:09:00 GMThttp://www.shnenglu.com/gongjing19861110/archive/2012/03/24/168779.htmlhttp://www.shnenglu.com/gongjing19861110/comments/168779.htmlhttp://www.shnenglu.com/gongjing19861110/archive/2012/03/24/168779.html#Feedback1http://www.shnenglu.com/gongjing19861110/comments/commentRss/168779.htmlhttp://www.shnenglu.com/gongjing19861110/services/trackbacks/168779.html鏈榪戝紑濮嬪涔?fàn)STL,C 鏍囧噯妯℃澘搴?涓漢鏍規(guī)嵁鏍囧噯妯℃澘搴撲腑鐨刲ist 鑷繁鍐欎簡(jiǎn)涓猯ist妯℃澘,鐢變簬浣滀笟閲忚緝澶?鍙疄鐜頒簡(jiǎn)list閲岀殑鍩烘湰鍔熻兘,緇欏ぇ瀹跺垎浜笅,濡傛湁鏇村ソ鐨勬剰瑙佽鍔爍q350544011,涓璧瘋璁鴻璁? 浠g爜濡備笅:List.h鏂囦歡:鏈榪戝垱寤轟簡(jiǎn)鑷繁鐨勮璁虹兢 甯屾湜澶у鑳戒竴璧峰姞鍏?緹ゅ彿錛?5811732
#ifndef LIST#define LIST#include "stdafx.h"

/////////////////////////////閾捐〃綾繪ā鏉跨殑澹版槑///////////////////////

template<typename T>

class CList

{

public:  
//緇撶偣 struct Node 
{    

   T node;

  Node* next; 

};

 //璺屼唬鍣?nbsp;
 class iterator 
{
    public:  iterator()  
   {     

   };

  ~iterator()  {          };       

   //閲嶈澆"!=" 
    bool operator != (iterator &it) 
    {   
         if(m_val != it.m_val)   
         {   
             return true;   
         } 
         return false;  
   }

  //閲嶈澆"鍓?+ "  
   iterator operator++ ()  
   {   
      m_val = m_val->next;

      return *this;  
   }

  //閲嶈澆 "鍚?+ "  
   iterator operator++ (int)
 {   
   m_val = m_val->next;

   return *this; 
 }

  //閲嶈澆*  
T operator*()  
{  
    return m_val->node; 
  }

  Node *m_val; 

private:    

}; 

 CList();

 ~CList();   

//鍦ㄨ繛琛ㄥ熬閮ㄦ坊鍔?br /> void push_back(const T &_node);

 //鍦ㄨ繛琛ㄧ殑澶撮儴娣誨姞 
void push_front(const T &_node);

 //鍒犻櫎榪炶〃涓殑鏈鍚庝竴涓厓绱?nbsp;
void pop_back();

 //鍒犻櫎榪炶〃涓殑絎竴涓厓绱?nbsp;
void pop_front();

 //榪斿洖鎸囧悜絎竴涓厓绱犵殑榪唬鍣?br /> typename CList<T>::iterator begin();

 //榪斿洖鏈熬鐨勮凱浠e櫒 
typename CList<T>::iterator end();

 //鍒ゆ柇鏄惁涓虹┖
 bool empty(){ if(!m_phead){ return true; } return false; }

 //娓呯┖閾捐〃
 void clear();

protected:

 private:  

    Node *m_phead;   

  };

 

////////////////////////////綾繪ā鏉跨殑鍑芥暟瀹氫箟///////////////////////

template<typename T>
CList<T>::~CList()

{

    //鍒犻櫎閾捐〃閲岀殑鎵鏈夌粨鐐?br />    if(m_phead)  
   {   
      Node* temp = m_phead;

     while(temp->next!=NULL) 
      {  
             Node* temp1 = temp;          

            temp = temp->next;

            delete temp1;

         temp1 = NULL;  

      }

     m_phead = NULL;

    }

}

template<typename T>
 CList<T>::CList()

m_phead = NULL;

}

template<typename T> 
void CList<T>::push_back(const T &_node)

 //濡傛灉榪炶〃涓虹┖
 if(empty()) 
{   
   Node* tempnode = new Node;

  tempnode->node =  _node;

  tempnode->next = NULL;

  m_phead = tempnode; 
 
 } 
//濡傛灉榪炶〃涓嶄負(fù)絀?nbsp;
else 
{   

   Node *temp = m_phead;

     while(temp->next!=NULL) 
    {   

      temp = temp->next;  
      }    
 
   Node* tempnode = new Node;    
   
   tempnode->node = _node;     
   
   tempnode->next = NULL;

  temp->next = tempnode;  
  
}  

}

 template<typename T>

void CList<T>::push_front(const T &_node)

   if(empty()) 
   {     
         Node* tempnode = new Node;

        tempnode->node =  _node;

        tempnode->next = NULL;

        m_phead = tempnode;   
   } 
   else 
   { 
       Node* tempnode = new Node;

        tempnode->node = _node;

        tempnode->next = m_phead->next;     m_phead = tempnode;

    }

}

template<typename T>void CList<T>::pop_back()

   if(empty())
    {  
         return ; 
    } 
    else
    { 
       Node* temp = m_phead;

        if(!temp->next)  
         {  

          delete temp;

      m_phead = NULL; 
       }  
       else  
      {   
         while(temp->next->next!=NULL)   
         {    
            temp = temp->next; 
           }

         delete temp->next;

   temp->next = NULL; 
    }   
    }
   }

template<typename T>void CList<T>::pop_front()
 { 
   if(empty()) 
   {  
      return; 
   } 
   else 
   {  
         Node* temp = m_phead;

        m_phead = m_phead->next;

        delete temp;

        temp = NULL; 
   }

}

 template<typename T>typename CList<T>::iterator CList<T>::begin()
{  
   iterator tempit;

   tempit.m_val = m_phead;

  return tempit;
}

 template<typename T>typename CList<T>::iterator CList<T>::end()
{  
   //濡備綍鍘婚噴鏀撅紵  
   iterator tempit  ;

  Node* tempnode1 = m_phead;

  while(tempnode1!=NULL)  
      tempnode1 = tempnode1->next;

  tempit.m_val = tempnode1;

  return tempit;

}

template<typename T>void CList<T>::clear()

   //鍒犻櫎閾捐〃閲岀殑鎵鏈夌粨鐐?nbsp;if(m_phead)
    {  
      Node* temp = m_phead;

     while(temp->next!=NULL)  
      {   
            Node* temp1 = temp;         
             
            temp = temp->next;

            delete temp1;

            temp1 = NULL;
  }

        m_phead = NULL;  
   }

}

#endif


GLpro 2012-03-24 06:09 鍙戣〃璇勮
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涓綃嘓GE寮曟搸鏉ュ疄鐜扮殑綺掑瓙緋葷粺鐨勮瑙f枃绔?/title><link>http://www.shnenglu.com/gongjing19861110/archive/2012/03/24/168774.html</link><dc:creator>GLpro</dc:creator><author>GLpro</author><pubDate>Fri, 23 Mar 2012 20:26:00 GMT</pubDate><guid>http://www.shnenglu.com/gongjing19861110/archive/2012/03/24/168774.html</guid><wfw:comment>http://www.shnenglu.com/gongjing19861110/comments/168774.html</wfw:comment><comments>http://www.shnenglu.com/gongjing19861110/archive/2012/03/24/168774.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.shnenglu.com/gongjing19861110/comments/commentRss/168774.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/gongjing19861110/services/trackbacks/168774.html</trackback:ping><description><![CDATA[<div>鏂囩珷鏉ヨ嚜 <a >http://blog.csdn.net/tkokof1/article/details/5922303</a> <br /><br />璁茶В闈炲父璇︾粏錛屾劅璋綔鑰呯殑緇忛獙鍒嗕韓錛侀《錛?/div><img src ="http://www.shnenglu.com/gongjing19861110/aggbug/168774.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> 2012-03-24 04:26 <a href="http://www.shnenglu.com/gongjing19861110/archive/2012/03/24/168774.html#Feedback" target="_blank" style="text-decoration:none;">鍙戣〃璇勮</a></div>]]></description></item><item><title>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>3</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="hjzflnd" 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="tdljnff" id="blogapp-container"> <div id="dhnbvpf" 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="dffrtjj" id="qzBlogContDetail" class="qzBlogContDetail" tid="11833686412878625247" blogid="1325342979"> <div class="hnzjddv" id="11833686412878625247" class="orginCnt clear"> <div id="brtprxf" 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="pdprbrp" class="msgBox orginMsg1"> <div id="hfhtdtt" class="SA"><em>◆</em><span>◆</span></div> <div id="xvhrtzh" class="blogTitle"><strong>娓告垙涓鑹茬被鐨勮璁?C 璇█鎻忚堪)</strong></div> <div id="znxbljh" 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(jiǎn)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(fù)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(fù)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(guī)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(jiǎn)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$悊瀛愮被瀵硅薄.</div><br /> <div>涓嬮潰鎴戝啓涓嬭嚜宸辯殑涓浜涜璁℃兂娉曪細(xì) </div><br /> <div>鍩烘湰綾籉GRoleObject錛?/div><br /> <div>綾繪垚鍛橈細(xì)</div><br /> <div>鍙厑璁稿啓娓告垙瑙掕壊鎷ユ湁鐨勫睘鎬э細(xì)姣斿hp mp x y(瑙掕壊鐨勫潗鏍?絳?/div><br /> <div>璇存槑錛氫負(fù)浜?jiǎn)璁╂绫绘洿鍔犵殑閫氱敤錛屼綍涓洪氱敤鍛紵灝辨槸榪欎釜綾誨彲浠ラ傜敤浜庝換浣曟父鎴忥紝鍦ㄧ紪鍐欎換浣曟父鎴忕殑鏃跺欓兘鍙互鎷挎潵浣跨敤錛岀敱浜庡埗浣滄父鎴忕殑寮曟搸涓嶄竴鏍鳳紝閭d箞緇樺埗鐨勫鐞嗕篃浼?xì)涓嶄竴鏍鳳紝鍥犳鍩虹被鐨勬垚鍛橀噷鍙兘鍐欐暣涓父鎴忚鑹叉墍闇瑕佺殑灞炴у彉閲忋?/div><br /> <div>綾繪垚鍛樺嚱鏁幫細(xì)</div><br /> <div>娓告垙瑙掕壊閫氱敤鐨勮涓猴紝姣斿紕版挒澶勭悊錛屽睘鎬х殑璁劇疆絳夌瓑 錛屾病 涓鑹插繀欏誨緱鐢ㄧ殑涓婄殑銆?</div><br /> <div></div><br /> <div>瀛愮被FGMyRole:</div><br /> <div>姝ょ被閲岀殑鎴愬憳錛屽彲浠ュ姞鍏ヨ鑹茬殑涓浜涚壒鏈夌殑鍙橀噺錛屾牴鎹笉鍚岀殑寮曟搸鐨勭粯鍒跺鐞嗘満鍒朵笉鍚岋紝瀵瑰簲涓嶅悓鐨勮祫婧愬璞★紝姣斿鍦ㄨ繖涓被鐨?閲囩敤 鐨勬槸hge鐨勫姩鐢誨璞℃潵緇樺埗瑙掕壊錛岄偅涔堟垚鍛橀噷灝卞彲浠ュ姞鍏ュ姩鐢葷被鐨勫璞★紝鍙﹀瑙掕壊榪樿澶囩郴緇燂紝鑷劧涔熻鍔犱笂綆$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$悊瑙掕壊鐨勬瘡涓涓璞?鎴愬憳鏂規(guī)硶涓昏瀹炵幇鏁翠釜娓告垙鐨勮鑹茬殑娣誨姞錛屽垹闄わ紝閫氳繃緙栧彿鏉ヨ幏鍙栨煇涓鑹茬瓑絳夈傛綾婚噰鐢ㄥ崟浠舵ā寮忥紝鏁翠釜娓告垙閲屽彧鏈変竴涓鑹茬鐞嗗璞★紝嬈″璞$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l(fā)ist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(jiǎn)涓涓綾葷殑enum鏋氫婦 鐩墠鍙啓浜?jiǎn)鎴戞枤w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?jiǎn)杩欎釜绫诲瀷鏍嚱C?閭d箞灝卞彲浠ュ緢杞繪澗鐨勮幏鍙栧悇縐嶈鑹插璞′簡(jiǎn)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(guī)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(fàn)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><item><title>鍑芥暟閲嶈澆鐨勭悊瑙?/title><link>http://www.shnenglu.com/gongjing19861110/archive/2012/03/22/168603.html</link><dc:creator>GLpro</dc:creator><author>GLpro</author><pubDate>Thu, 22 Mar 2012 06:32:00 GMT</pubDate><guid>http://www.shnenglu.com/gongjing19861110/archive/2012/03/22/168603.html</guid><wfw:comment>http://www.shnenglu.com/gongjing19861110/comments/168603.html</wfw:comment><comments>http://www.shnenglu.com/gongjing19861110/archive/2012/03/22/168603.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.shnenglu.com/gongjing19861110/comments/commentRss/168603.html</wfw:commentRss><trackback:ping>http://www.shnenglu.com/gongjing19861110/services/trackbacks/168603.html</trackback:ping><description><![CDATA[<p><br /><span style="color: #0000ff">int fun1(int x,float y)</span><br /><span style="color: #0000ff">{</span><br /><span style="color: #0000ff">  return 0;</span><br /><span style="color: #0000ff">} </span><br /> <br /><span style="color: #0000ff">//1.鍑芥暟鍚嶇浉鍚?濡傛灉鍙傛暟涓暟鐩稿悓,鍙傛暟綾誨瀷欏哄簭涓嶅悓,璇ュ嚱鏁板睘浜庨噸杞藉嚱鏁?</span><br /><span style="color: #0000ff">int fun1(float x,int y)</span><br /><span style="color: #0000ff">{</span><br /><span style="color: #0000ff">  return 0;</span><br /><span style="color: #0000ff">}</span><br /><span style="color: #0000ff">//2.鍑芥暟鍚嶇浉鍚?濡傛灉鍙傛暟涓嶅悓,鍙傛暟綾誨瀷欏哄簭涓嶅悓鎴栬呯浉鍚?璇ュ嚱鏁板睘浜庨噸杞藉嚱鏁?/span><br /><span style="color: #0000ff">int fun1(float x,int y,int z)</span><br /><span style="color: #0000ff">{</span><br /><span style="color: #0000ff">  return 0;</span><br /><span style="color: #0000ff">}</span></p> <p><span style="color: #0000ff">int fun1(int x,float y,int z)</span><br /><span style="color: #0000ff">{</span><br /><span style="color: #0000ff"> return 0;</span><br /><span style="color: #0000ff">}</span></p> <p><span style="color: #0000ff">int fun1(float y)</span><br /><span style="color: #0000ff">{</span><br /><span style="color: #0000ff"> return 0;</span><br /><span style="color: #0000ff">}</span></p> <p><span style="color: #0000ff">//3. 浠ヤ笂鏉′歡濡傛灉鏄噸杞藉嚱鏁?濡傛灉榪欎袱涓嚱鏁拌繑鍥炲間笉鍚?榪欎袱涓嚱鏁頒篃鏄噸杞藉嚱鏁?</span><br /><span style="color: #0000ff">void fun1(float y,float y1)</span><br /><span style="color: #0000ff">{</span><br />  <br /><span style="color: #0000ff">}</span></p> <p><span style="color: #0000ff">/*void fun1(float y) //閿欒 int fun1(float y)鍜?void fun1(float y)灞炰簬鍚屼竴涓噸杞藉嚱鏁?/span><br /><span style="color: #0000ff">{</span><br /><span style="color: #0000ff"> return 0;</span><br /><span style="color: #0000ff">}  </span><br /><span style="color: #0000ff">*/</span></p> <p><span style="color: #0000ff"> //4.綾誨瀷杞崲瀵艱嚧閲嶈澆鍑芥暟浜х敓浜屼箟鎬?/span><br /><span style="color: #0000ff">void fun1(int y)</span><br /><span style="color: #0000ff">{</span><br />  <br /><span style="color: #0000ff">} </span></p> <p><span style="color: #0000ff">int _tmain(int argc, _TCHAR* argv[])</span><br /><span style="color: #0000ff">{</span><br />  <br /><span style="color: #0000ff">  fun1(0.5);//浜х敓浜屼箟鎬?fun1鍑芥暟 </span><br /><span style="color: #0000ff">    //閲嶈澆閲屾湁涓や釜鍑芥暟鍒嗗埆涓?</span><br /><span style="color: #0000ff">    //fun1(int y)鍜?fun2(flaot y) </span><br />  <br /> <br /><span style="color: #0000ff"> return 0;</span><br /><span style="color: #0000ff">}</span></p> <p> </p><img src ="http://www.shnenglu.com/gongjing19861110/aggbug/168603.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 14:32 <a href="http://www.shnenglu.com/gongjing19861110/archive/2012/03/22/168603.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.51maicha.cn" target="_blank">Xx性欧美肥妇精品久久久久久</a>| <a href="http://www.xh80.cn" target="_blank">久久久久亚洲AV无码专区桃色</a>| <a href="http://www.114tmall.cn" target="_blank">色综合久久中文字幕综合网</a>| <a href="http://www.tjywmc.cn" target="_blank">奇米影视7777久久精品人人爽</a>| <a 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