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📄 effect.h

📁 S.C.O.U.R.G.E.是一款类似Rogue的游戏
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/***************************************************************************                          effect.h  -  description                             -------------------    begin                : Thu Jul 10 2003    copyright            : (C) 2003 by Gabor Torok    email                : cctorok@yahoo.com ***************************************************************************//*************************************************************************** *                                                                         * *   This program is free software; you can redistribute it and/or modify  * *   it under the terms of the GNU General Public License as published by  * *   the Free Software Foundation; either version 2 of the License, or     * *   (at your option) any later version.                                   * *                                                                         * ***************************************************************************/#ifndef EFFECT_H#define EFFECT_H#include "constants.h"#include "glshape.h"#include "shapepalette.h"#include "scourge.h"/**  *@author Gabor Torok  */class Effect {private:    ShapePalette *shapePal;  GLuint flameTex, ringTex;  GLShape *shape;  bool deleteShape;  float ringRadius, ringRotate;  GLint lastTimeStamp;  Scourge *scourge;    static const int PARTICLE_COUNT = 30;  ParticleStruct *particle[PARTICLE_COUNT];public:  Effect(Scourge *scourge, ShapePalette *shapePal, GLShape *shape);  Effect(Scourge *scourge, ShapePalette *shapePal, int width, int height);  ~Effect();    void deleteParticles();  void draw(int effect, int startTime);  inline GLShape *getShape() { return shape; }   protected:  void commonInit();  void glowShape(bool proceed, int startTime);  void drawFlames(bool proceed);  void drawTeleport(bool proceed);  void drawGreen(bool proceed);  void drawExplosion(bool proceed);  void drawSwirl(bool proceed);  void drawCastSpell(bool proceed);  void drawRing(bool proceed);    // particle management  void createParticle(ParticleStruct **particle);  void moveParticle(ParticleStruct **particle);  void drawParticle(ParticleStruct *particle);   };#endif

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