角色图片类似于这种的四向图每次只绘制其中一个
初始的player类属性
class Player { public: //队伍中角色数目 int length = 3; //是否激活--角色是否在队伍中 int is_active = 0; //window上坐标 int x = 0; int y = 0; //位置修正参数--角色图像的大小 int x_offset = 46; int y_offset = 92; //角色在地图上的坐标 int x_map = 0; int y_map = 0; //方向移动的朝向 int face = 1; //行走参数 long walk_interval = 100; //动画帧切换的速度(ms) int speed = 10; //速度 ID2D1Bitmap *bitmap; //角色的图像接口
画角色方法
void Player::DrawPlayer(HWND hWnd, Player player, int face, int animation_ctrl, ID2D1RenderTarget *pRenderTarget) { D2D1_SIZE_F size = player.bitmap->GetSize(); // Draw bitmap pRenderTarget->DrawBitmap( player.bitmap, D2D1::RectF( player.x, player.y - player.y_offset, player.x + size.width / 4, player.y - player.y_offset + size.height / 4), //D2D::RectF 要在屏幕上绘制的区域 1.0f, D2D1_BITMAP_INTERPOLATION_MODE_LINEAR, D2D1::RectF( (animation_ctrl % 4)*(size.width / 4), size.height / 4 * (face - 1), (animation_ctrl % 4)*(size.width / 4) + size.width / 4, size.height / 4 * (face - 1) + size.height / 4) //角色图片上的区域 ); }
队伍角色切换方法
//player 成员之间传递属性 void set_player(Player player[], int oldindex, int newindex, int *current_player) { player[newindex].x_map = player[oldindex].x_map; player[newindex].y_map = player[oldindex].y_map; player[newindex].face = player[oldindex].face; *current_player = newindex; } //TAB--队伍切换 VOID change_player(Player player[], int *current_player) { for (int i = *current_player + 1; i < player[*current_player].length; i++) { if (player[i].is_active == 1) { set_player(player, *current_player, i, current_player); return; } } for (int i = 0; i < *current_player; i++) { if (player[i].is_active == 1) { set_player(player, *current_player, i, current_player); return; } } }
时间: 2024-10-24 22:35:50