本文整理汇总了C++中removeEntity函数的典型用法代码示例。如果您正苦于以下问题:C++ removeEntity函数的具体用法?C++ removeEntity怎么用?C++ removeEntity使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了removeEntity函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: switch
void Scene::unlink( Object* child )
{
switch( child->m_feature )
{
case Object::Feature:
break;
case Entity::Feature:
removeEntity( (Entity*)child );
break;
case Camera::Feature:
removeEntity( (Entity*)child );
removeCamera( (Camera*)child );
break;
/*case Element::Light:
break;*/
default:
MAGICAL_ASSERT( false, "Invalid!" );
break;
}
for( auto itr : child->m_children )
{
unlink( itr );
}
}
开发者ID:parton,项目名称:magical-engine,代码行数:25,代码来源:Scene.cpp
示例2: removeEntity
void Mainscene::reset(){
for(unsigned int i = 0; i < towers.size(); i++){
removeEntity(towers[i]);
delete towers[i];
towers[i] = NULL;
}
towers.clear();
for(unsigned int i = 0; i < enemies.size(); i ++){
removeEntity(enemies[i]);
delete enemies[i];
enemies[i] = NULL;
}
enemies.clear();
for(unsigned int i = 0; i < bullets.size(); i ++){
removeEntity(bullets[i]);
delete bullets[i];
bullets[i] = NULL;
}
bullets.clear();
lockedItem = NULL;
dreamHealth = 100;
coins = 100;
wave = 0;
enemiesToSpawn = 10;
waveEnd = true;
}
开发者ID:meruiden,项目名称:SDL2-Opengl_Engine,代码行数:30,代码来源:mainscene.cpp
示例3: removeEntity
/**
* Implementation of update. Updates the arrow.
*/
void RS_Leader::update() {
// find and delete arrow:
for(auto e: entities){
if (e->rtti()==RS2::EntitySolid) {
removeEntity(e);
break;
}
}
if (isUndone()) {
return;
}
RS_Entity* fe = firstEntity();
if (fe && fe->isAtomic()) {
RS_Vector p1 = ((RS_AtomicEntity*)fe)->getStartpoint();
RS_Vector p2 = ((RS_AtomicEntity*)fe)->getEndpoint();
// first entity must be the line which gets the arrow:
if (hasArrowHead()) {
RS_Solid* s = new RS_Solid(this, RS_SolidData());
s->shapeArrow(p1,
p2.angleTo(p1),
getGraphicVariableDouble("$DIMASZ", 2.5)* getGraphicVariableDouble("$DIMSCALE", 1.0));
s->setPen(RS_Pen(RS2::FlagInvalid));
s->setLayer(nullptr);
RS_EntityContainer::addEntity(s);
}
}
calculateBorders();
}
开发者ID:Azen2011,项目名称:LibreCAD,代码行数:35,代码来源:rs_leader.cpp
示例4: assert
bool Map::removePlayer (ClientId clientId)
{
assert(_entityRemovalAllowed);
for (PlayerListIter i = _playersWaitingForSpawn.begin(); i != _playersWaitingForSpawn.end(); ++i) {
if ((*i)->getClientId() != clientId)
continue;
(*i)->remove();
delete *i;
_playersWaitingForSpawn.erase(i);
sendPlayersList();
return true;
}
for (PlayerListIter i = _players.begin(); i != _players.end(); ++i) {
if ((*i)->getClientId() != clientId)
continue;
removeEntity(0, **i);
(*i)->remove();
delete *i;
_players.erase(i);
return true;
}
error(LOG_MAP, String::format("could not find the player with the clientId %i", clientId));
return false;
}
开发者ID:ptitSeb,项目名称:caveexpress,代码行数:27,代码来源:Map.cpp
示例5: removeCollisionSprite
void Scene::deleteSprite(Sprite **sprite) {
removeCollisionSprite(*sprite);
removeSurface((*sprite)->getSurface());
removeEntity(*sprite);
delete *sprite;
*sprite = NULL;
}
开发者ID:vincenthamm,项目名称:scummvm,代码行数:7,代码来源:scene.cpp
示例6: foreach
/**
* Removes invalid objects.
* @return how many objects were removed
*/
int RS_Graphic::clean()
{
// author: ravas
int how_many = 0;
foreach (RS_Entity* e, entities)
{
if (e->getMin().x > e->getMax().x
|| e->getMin().y > e->getMax().y
|| e->getMin().x > RS_MAXDOUBLE
|| e->getMax().x > RS_MAXDOUBLE
|| e->getMin().x < RS_MINDOUBLE
|| e->getMax().x < RS_MINDOUBLE
|| e->getMin().y > RS_MAXDOUBLE
|| e->getMax().y > RS_MAXDOUBLE
|| e->getMin().y < RS_MINDOUBLE
|| e->getMax().y < RS_MINDOUBLE)
{
removeEntity(e);
how_many += 1;
}
}
return how_many;
}
开发者ID:janelia-idf,项目名称:LibreCAD,代码行数:29,代码来源:rs_graphic.cpp
示例7: removeEntity
/**
* Implementation of update. Updates the arrow.
*/
void RS_Leader::update() {
// find and delete arrow:
for (RS_Entity* e=firstEntity(); e!=NULL; e=nextEntity()) {
if (e->rtti()==RS2::EntitySolid) {
removeEntity(e);
break;
}
}
if (isUndone()) {
setVisible(false);
return;
}
RS_Entity* fe = firstEntity();
if (fe!=NULL && fe->isAtomic()) {
RS_Vector p1 = ((RS_AtomicEntity*)fe)->getStartpoint();
RS_Vector p2 = ((RS_AtomicEntity*)fe)->getEndpoint();
// first entity must be the line which gets the arrow:
if (hasArrowHead()) {
RS_Solid* s = new RS_Solid(this, RS_SolidData());
s->shapeArrow(p1,
p2.angleTo(p1),
getGraphicVariableDouble("$DIMASZ", 2.5));
s->setPen(RS_Pen(RS2::FlagInvalid));
s->setLayer(NULL);
RS_EntityContainer::addEntity(s);
}
}
}
开发者ID:jacklibj,项目名称:2.0.5.0-1-community.src,代码行数:35,代码来源:rs_leader.cpp
示例8: TEST
TEST(LuaUIOperationsTest, Rotate) {
QApplication app(argc, argv);
LuaInterface luaInterface;
auto L = luaInterface.luaState();
luaInterface.hideUI(true);
luaInterface.initLua();
auto mdiArea = LuaIntf::Lua::getGlobal<QMdiArea*>(L, "mdiArea");
if(mdiArea->subWindowList().count() == 0) {
LuaIntf::LuaRef(L, "new_file")();
}
mdiArea->setActiveSubWindow(mdiArea->subWindowList().at(0));
auto mdiChild = dynamic_cast<CadMdiChild*>(mdiArea->activeSubWindow()->widget());
auto storageManager = mdiChild->storageManager();
auto documentCanvas = mdiChild->viewer()->documentCanvas();
lc::entity::Line_CSPtr createdEntity;
std::vector<lc::entity::CADEntity_CSPtr> entities;
entities = storageManager->entityContainer().asVector();
for(auto entity : entities) {
storageManager->removeEntity(entity);
}
EXPECT_EQ(0, storageManager->entityContainer().asVector().size());
LuaIntf::LuaRef(L, "create_line")();
LuaIntf::LuaRef(L, "event.trigger")("point", lc::geo::Coordinate(0, 0));
LuaIntf::LuaRef(L, "event.trigger")("point", lc::geo::Coordinate(100, 100));
EXPECT_EQ(1, storageManager->entityContainer().asVector().size()) << "Line was not created";
documentCanvas->makeSelection(0, 0, 100, 100, false, false);
documentCanvas->closeSelection();
EXPECT_EQ(1, mdiChild->selection().size()) << "Entity not selected";
LuaIntf::LuaRef(L, "rotate_selected_entities")();
LuaIntf::LuaRef(L, "event.trigger")("point", lc::geo::Coordinate(0, 0));
LuaIntf::LuaRef(L, "event.trigger")("point", lc::geo::Coordinate(0, 100));
LuaIntf::LuaRef(L, "event.trigger")("point", lc::geo::Coordinate(100, 0));
entities = storageManager->entityContainer().asVector();
createdEntity = std::dynamic_pointer_cast<const lc::entity::Line>(entities.at(0));
EXPECT_EQ(lc::geo::Coordinate(0, 0), createdEntity->start());
EXPECT_EQ(lc::geo::Coordinate(100, -100), createdEntity->end());
}
开发者ID:LibreCAD,项目名称:LibreCAD_3,代码行数:59,代码来源:testluaoperations.cpp
示例9: tmp
void EntityManager::removeAllEntities()
{
EntityArray tmp(entities_);
EntityArray::iterator it = tmp.begin();
for (; it != tmp.end(); ++it) {
removeEntity(*it);
}
}
开发者ID:Th30n,项目名称:into-the-dungeon,代码行数:8,代码来源:EntityManager.cpp
示例10: Entity
//////////////////////////////////////////////////////////////////////////
// removeAllEntities
void ScnCore::removeAllEntities()
{
for( ScnEntityListIterator It( EntityList_.begin() ); It != EntityList_.end(); ++It )
{
ScnEntityRef Entity( *It );
removeEntity( Entity );
}
}
开发者ID:wdmchaft,项目名称:Psybrus,代码行数:10,代码来源:ScnCore.cpp
示例11: removeEntity
void IfcPPModel::removeEntity( int entity_id )
{
auto it_find = m_map_entities.find(entity_id);
if( it_find != m_map_entities.end() )
{
shared_ptr<IfcPPEntity> entity_found = it_find->second;
removeEntity( entity_found );
}
}
开发者ID:PanicSheep,项目名称:ifcplusplus,代码行数:9,代码来源:IfcPPModel.cpp
示例12: getEntityByAvatarID
bool Scene::removePlayer(AvatarID avatarID)
{
auto entity = getEntityByAvatarID(avatarID);
if (entity)
{
return removeEntity(entity->_state.eid);
}
return false;
}
开发者ID:zsummer,项目名称:breeze,代码行数:9,代码来源:scene.cpp
示例13: removeEntity
void CHUD_Radar::setSubject(ILocalEntity * entity)
{
m_subject = entity;
// L'entité ne peut pas être dans la liste des entités suivies
if (isEntity(m_subject))
{
removeEntity(m_subject);
}
}
开发者ID:teddy-michel,项目名称:TEngine,代码行数:10,代码来源:CHUD_Radar.cpp
示例14: debug
void Map::visitEntities (IEntityVisitor *visitor, const EntityType& type)
{
if (type == EntityType::NONE || type == EntityTypes::PLAYER) {
bool needUpdate = false;
for (PlayerListIter i = _players.begin(); i != _players.end();) {
Player* e = *i;
if (visitor->visitEntity(e)) {
debug(LOG_SERVER, String::format("remove player by visit %i: %s", e->getID(), e->getType().name.c_str()));
removeEntity(ClientIdToClientMask(e->getClientId()), *e);
delete *i;
i = _players.erase(i);
needUpdate = true;
} else {
++i;
}
}
if (needUpdate) {
if (_players.empty()) {
resetCurrentMap();
return;
}
}
}
// changing the entities list is not allowed here. Adding or removing
// would invalidate the iterators
for (Map::EntityListIter i = _entities.begin(); i != _entities.end();) {
IEntity* e = *i;
if (type.isNone() || e->getType() == type) {
if (visitor->visitEntity(e)) {
debug(LOG_SERVER, String::format("remove entity by visit %i: %s", e->getID(), e->getType().name.c_str()));
removeEntity(0, *e);
(*i)->remove();
delete *i;
i = _entities.erase(i);
} else {
++i;
}
} else {
++i;
}
}
}
开发者ID:ptitSeb,项目名称:caveexpress,代码行数:43,代码来源:Map.cpp
示例15: removeEntity
void GameEntitySystem::removeDeadEntities()
{
std::list<int>::iterator listIterator;
for(listIterator = deadList->begin(); listIterator != deadList->end(); ++listIterator)
{
removeEntity((*listIterator));
}
deadList->clear();
}
开发者ID:SahandMalaei,项目名称:EagleEngine,代码行数:10,代码来源:EntitySystem.cpp
示例16: getEntities
void EntityEngine::removeEntity(Entity * ent, Engines & e) {
// find the pointer
auto it = std::find(getEntities().begin(), getEntities().end(), ent);
if (it == getEntities().end()) {
logging::Fatal() << "Could not find entity to remove in entity list";
} else {
removeEntity(it, e);
}
}
开发者ID:poseidn,项目名称:KungFoo-legacy,代码行数:10,代码来源:EntityEngine.cpp
示例17: trySpawn
void Level::tick()
{
trySpawn(1);
int tilesTickAttempts = w * h / 50;
for (int i = 0; i < tilesTickAttempts; ++i)
{
int xt = random->nextInt(w);
int yt = random->nextInt(h);
getTile(xt, yt)->tick(this, xt, yt);
}
for (list<Entity*>::iterator it = entities.begin(); it != entities.end(); it++ )
{
Entity * e = *it;
int xto = e->x >> 4;
int yto = e->y >> 4;
e->tick();
if (e->removed)
{
removeEntity(xto, yto, e);
//we should not delete player, because it will freeze on death
//we should not delete furniture, because it is used in FurnitureItem, when taken
if (!e->instanceOf(PLAYER) && !e->instanceOf(FURNITURE))
delete e;
it = entities.erase(it);
}
else
{
int xt = e->x >> 4;
int yt = e->y >> 4;
if (xto != xt || yto != yt)
{
removeEntity(xto, yto, e);
insertEntity(xt, yt, e);
}
}
}
}
开发者ID:konchunas,项目名称:minicraft-psp,代码行数:41,代码来源:Level.cpp
示例18: while
void Mainscene::removeBullet(Bullet* b){
std::vector< Bullet* >::iterator it = bullets.begin();
while (it != bullets.end()) {
if ((*it)->getEntityId() == b->getEntityId()) {
removeEntity((*it));
delete (*it);
(*it) = NULL;
it = bullets.erase(it);
} else {
++it;
}
}
}
开发者ID:meruiden,项目名称:SDL2-Opengl_Engine,代码行数:13,代码来源:mainscene.cpp
示例19: removeEntity
void Level::remove(Entity * e)
{
entities.remove(e);
// for (list<Entity*>::iterator it = entities.begin(); it != entities.end(); it++ )
// {
// if (*it == e)
// {
// entities.erase(it);
// break;
// }
// }
int xto = e->x >> 4;
int yto = e->y >> 4;
removeEntity(xto, yto, e);
}
开发者ID:konchunas,项目名称:minicraft-psp,代码行数:15,代码来源:Level.cpp
示例20: removeEntity
void Scene::update()
{
for ( std::list<Entity*>::iterator it = _entities.begin(); it != _entities.end(); it++ )
{
(*it)->update();
}
// Deletes entities pushed into _deleteEntities list
for ( std::list<Entity*>::iterator it = _deleteEntities.begin(); it!= _deleteEntities.end(); it++)
{
removeEntity( (*it) );
}
_deleteEntities.clear();
}
开发者ID:killerasus,项目名称:adaptive_shooter,代码行数:15,代码来源:Scene.cpp
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