void CaretLeft( LPCLASSDATA lpcd ) { /* * Do we have a block marker? */ if ( HasMark( lpcd )) { /* * Move to the start of the block. */ lpcd->ptCaretPos = lpcd->ptSelStart; /* * Clear the marker. */ ClearMark( lpcd ); /* * Update position. */ UpdateCaret( lpcd ); return; } /* * Move left.... */ MoveLeft( lpcd ); }
// Update void Game_Player::Update() { bool last_moving = IsMoving(); if (!IsMoving() && !Game_Map::GetInterpreter().IsRunning() /*move_route_forcing || Game_Temp::message_window_showing*/) { switch (Input::dir4) { case 2: MoveDown(); break; case 4: MoveLeft(); break; case 6: MoveRight(); break; case 8: MoveUp(); } } int last_real_x = real_x; int last_real_y = real_y; Game_Character::Update(); UpdateScroll(last_real_x, last_real_y); UpdateNonMoving(last_moving); }
/******************************************************************************** Strafe left or right. You can add in a deadzone here. ********************************************************************************/ void TPCamera::Strafe(const double dt) { if (dt > 0) MoveRight(dt); else if (dt < 0) MoveLeft(abs(dt)); }
void EnemyMelee::Pat(Player* player) { if(AccumulatedTime > GetDelay()) { AccumulatedTime = 0.0; if(CalculateDistance_x() <= 192 && CalculateDistance_y() <= 192 && player->getIsHiding() != true) { Move(); } else { if(Flush != true && colData[abs(static_cast<int>(GetPos_y())/32) + 25][static_cast<int>(GetPos_x())/32 + 1] < 100) { MoveRight(); } if(Flush == true && colData[abs(static_cast<int>(GetPos_y())/32) + 25][static_cast<int>(GetPos_x())/32 - 1] < 100) { MoveLeft(); } } if(colData[abs(static_cast<int>(GetPos_y())/32) + 25][static_cast<int>(GetPos_x())/32 + 1] >= 100) { Flush = true; } if(colData[abs(static_cast<int>(GetPos_y())/32) + 25][static_cast<int>(GetPos_x())/32 - 1] >= 100) { Flush = false; } } }
/****************************************************************************** ** Strafe left or right. You can add in a deadzone here. ******************************************************************************* */ void Camera3::Strafe(const double dt) { if(dt > 0) //right { straftMovingRight = true; straftMovingLeft = false; } else { straftMovingRight = false; straftMovingLeft = true; } /* update */ straftVelocity += moveAcceleration * dt; /* cap vel */ if(straftVelocity > CAMERA_MAX_VELOCITY) straftVelocity = CAMERA_MAX_VELOCITY; else if(straftVelocity < -CAMERA_MAX_VELOCITY) straftVelocity = -CAMERA_MAX_VELOCITY; if(dt < 0) MoveLeft(-dt); else if(dt >= 0) MoveRight(dt); }
void Game_Character::MoveTypeCycleLeftRight() { if (IsStopping()) { cycle_stat ? MoveLeft() : MoveRight(); cycle_stat = move_failed ? !cycle_stat : cycle_stat; } }
// Handle and events void TEXTBOX::Handle(INPUT_RECORD *inpt, int i){ switch (inpt[i].EventType) { case KEY_EVENT: // keyboard input { KEY_EVENT_RECORD ker = inpt[i].Event.KeyEvent; if (ker.bKeyDown && this->focus){ switch (ker.wVirtualKeyCode){ case VK_BACK: BackSpace(); break; case VK_RIGHT: case VK_NUMPAD6: MoveRight(); break; case VK_LEFT: case VK_NUMPAD4: MoveLeft(); break; case VK_RETURN: break; case VK_DELETE: Delete(); break; default: if ((ker.wVirtualKeyCode >= 65 && ker.wVirtualKeyCode <= 90) || (ker.wVirtualKeyCode >= 97 && ker.wVirtualKeyCode <= 122) || (ker.wVirtualKeyCode >= 48 && ker.wVirtualKeyCode <= 57) || (ker.wVirtualKeyCode == 32)) PutChar(ker.wVirtualKeyCode); break; } } } break; case MOUSE_EVENT: // mouse input { MOUSE_EVENT_RECORD ker = inpt[i].Event.MouseEvent; if (ker.dwButtonState == FROM_LEFT_1ST_BUTTON_PRESSED){ if (IsClicked(ker.dwMousePosition)){ SetColors(); SetFocus(&ker.dwMousePosition); } else{ SetFocus(NULL); } } } break; case WINDOW_BUFFER_SIZE_EVENT: // scrn buf. resizing break; case FOCUS_EVENT: // disregard focus events case MENU_EVENT: // disregard menu events break; default: break; } }
void Camera3::Update(double dt) { int k = 'a'; if(myKeys['w']) { MoveForward(dt); myKeys['w'] = false; } if(myKeys['a']) { MoveLeft(dt); myKeys['a'] = false; } if(myKeys['s']) { MoveBackward(dt); myKeys['s'] = false; } if(myKeys['d']) { MoveRight(dt); myKeys['d'] = false; } }
int CGUIListBox::Keyboard(UINT character, UINT state) { if(character == VK_RETURN) { if(markListItem) EventArise(EList,0,markListItem->GetID(),0,0,0); } if (character == VK_UP) { MoveUp(); } if (character == VK_DOWN) { MoveDown(); } if (character == VK_RIGHT) { MoveRight(); } if (character == VK_LEFT) { MoveLeft(); } return 1; }
void Game_Player::Update() { bool last_moving = IsMoving(); if (!IsMoving() && !Game_Map::GetInterpreter().IsRunning() && !IsMoveRouteOverwritten() && !Game_Message::message_waiting) { switch (Input::dir4) { case 2: MoveDown(); break; case 4: MoveLeft(); break; case 6: MoveRight(); break; case 8: MoveUp(); } } int last_real_x = real_x; int last_real_y = real_y; Game_Character::Update(); UpdateScroll(last_real_x, last_real_y); UpdateNonMoving(last_moving); }
void Camera::Update(GameTime gameTime) { // Check for movement of the camera. if(GetAsyncKeyState('Q')) MoveLeft(gameTime); else if(GetAsyncKeyState('E')) MoveRight(gameTime); if(GetAsyncKeyState('W')) MoveForward(gameTime); else if(GetAsyncKeyState('S')) MoveBack(gameTime); if(GetAsyncKeyState('A')) TurnHorizontal((float)(-gameTime.GetTimeSinceLastTick().Milliseconds) * C_TILTING_SPEED); else if(GetAsyncKeyState('D')) TurnHorizontal((float)gameTime.GetTimeSinceLastTick().Milliseconds * C_TILTING_SPEED); // Check for tilting of camera. //if(GetAsyncKeyState(VK_LBUTTON)) //{ // float dx = prevInput.Mouse.x - currInput.Mouse.x; // float dy = prevInput.Mouse.y - currInput.Mouse.y; // //TurnHorizontal(dx * C_TILTING_SPEED); // //TurnVertical(dy * C_TILTING_SPEED); //} }
void BfsHelper::EvaluateShortestPaths(std::pair<int, int> pos, int steps) { EvaluateShortestPathsHelper(pos, MoveLeft(pos), steps); EvaluateShortestPathsHelper(pos, MoveRight(pos), steps); EvaluateShortestPathsHelper(pos, MoveUp(pos), steps); EvaluateShortestPathsHelper(pos, MoveDown(pos), steps); }
bool Dock::HandleEvent( sf::Event &e ) { if( e.Type == sf::Event::KeyPressed ) { switch( e.Key.Code ) { case sf::Key::Escape: Deactivate(); break; case sf::Key::Up: MoveUp(); break; case sf::Key::Down: MoveDown(); break; case sf::Key::Left: MoveLeft(); break; case sf::Key::Right: MoveRight(); break; case sf::Key::Return: case sf::Key::Space: Execute(); break; default: break; } } return true; }
void Fall_Block::Move() { MoveRight(); MoveLeft(); fall_block->pos.x() += fall_block->vector.x(); }
void AKeyboardControllerSFML::subStep(double dt) { if(!mEnabled) return; double MouseClickRelaxTime = SECOND / 4.0; double KeyRelaxTime = SECOND / 4.0; static double t = 0; static double t1 = 0; t += dt; t1 += dt; static int x = Game::Window->getSize().x / 2/* + Game::Window->getPosition().x*/; int dx = sf::Mouse::getPosition(*Game::Window).x; if(dx < 0) dx = 0; if(dx > Game::Window->getSize().x) dx = Game::Window->getSize().x; dx = x - dx; sf::Mouse::setPosition(sf::Vector2i(x, 500), *Game::Window); if(sf::Keyboard::isKeyPressed(sf::Keyboard::W)) { moveForward(); } if(sf::Keyboard::isKeyPressed(sf::Keyboard::S)) { moveBack(); } if(sf::Keyboard::isKeyPressed(sf::Keyboard::A)) { moveRight(); } if(sf::Keyboard::isKeyPressed(sf::Keyboard::D)) { MoveLeft(); } if(dx != 0) { turn((int)(dx /** Abs(dx) / 400*/)); } if(sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) { turn(RIGHT); } if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { turn(LEFT); } if(sf::Mouse::isButtonPressed(sf::Mouse::Left) && t > MouseClickRelaxTime) { t = 0; character->mCombatModel->GenerateAction(Strike); } if(t1 > KeyRelaxTime) { if(sf::Keyboard::isKeyPressed(sf::Keyboard::R) ) { t1 = 0; character->mCombatModel->GenerateAction(HighHit); } else if(sf::Keyboard::isKeyPressed(sf::Keyboard::F)) { t1 = 0; character->mCombatModel->GenerateAction(MediumHit); } else if(sf::Keyboard::isKeyPressed(sf::Keyboard::V)) { t1 = 0; character->mCombatModel->GenerateAction(LowHit); } } }
/* * SelectLeft - update selected region, moving left */ vi_rc SelectLeft( range *r, long count ) { if( !EditFlags.Dragging ) { startSelectedRegion( FALSE ); } return MoveLeft( r, count ); } /* SelectLeft */
int EList::ExecCommand(int Command, ExState &State) { int W = 1; int H = 1; if (View && View->MView && View->MView->Win) { View->MView->ConQuerySize(&W, &H); H--; } FixPos(); switch (Command) { case ExMoveLeft: return MoveLeft(); case ExMoveRight: return MoveRight(); case ExMoveUp: return MoveUp(); case ExMoveDown: return MoveDown(); case ExMovePageUp: return MovePageUp(); case ExMovePageDown: return MovePageDown(); case ExScrollLeft: return ScrollLeft(8); case ExScrollRight: return ScrollRight(8); case ExMovePageStart: return MovePageStart(); case ExMovePageEnd: return MovePageEnd(); case ExMoveFileStart: return MoveFileStart(); case ExMoveFileEnd: return MoveFileEnd(); case ExMoveLineStart: return MoveLineStart(); case ExMoveLineEnd: return MoveLineEnd(); case ExRescan: RescanList(); return ErOK; case ExActivate: return Activate(); case ExListMark: return Mark(); case ExListUnmark: return Unmark(); case ExListToggleMark: return ToggleMark(); case ExListMarkAll: return MarkAll(); case ExListUnmarkAll: return UnmarkAll(); case ExListToggleMarkAll: return ToggleMarkAll(); } return EModel::ExecCommand(Command, State); }
void Game_Character::MoveAwayFromPlayer() { int sx = DistanceXfromPlayer(); int sy = DistanceYfromPlayer(); if (sx != 0 || sy != 0) { if ( std::abs(sx) > std::abs(sy) ) { (sx > 0) ? MoveRight() : MoveLeft(); if (move_failed && sy != 0) { (sy > 0) ? MoveDown() : MoveUp(); } } else { (sy > 0) ? MoveDown() : MoveUp(); if (move_failed && sx != 0) { (sx > 0) ? MoveRight() : MoveLeft(); } } } }
void cBall::Move(int *map) { int state = GetState(); if (state == STATE_WALKLEFT) MoveLeft(map); else if (state == STATE_WALKRIGHT) MoveRight(map); else if (state == STATE_WALKDOWN) MoveDown(map); else if (state == STATE_WALKUP) MoveUp(map); }
void Character::Tick() { /** INVENTORY **/ inventoryBar->Tick(); /** STAMINA **/ staminaBar->Tick(); /** HEALTH **/ healthBar->Tick(); /** MOVEMENT **/ if(game->keyboard->isPressed(VK_LSHIFT)) { if(game->keyboard->isPressed(VK_LEFT) | game->keyboard->isPressed('A')) SprintLeft(); else if(game->keyboard->isPressed(VK_RIGHT) | game->keyboard->isPressed('D')) SprintRight(); } else { if(game->keyboard->isPressed(VK_LEFT) | game->keyboard->isPressed('A')) MoveLeft(); else if(game->keyboard->isPressed(VK_RIGHT) | game->keyboard->isPressed('D')) MoveRight(); } /** JUMPING **/ if(game->keyboard->isPressed(VK_SPACE) && !isJumpingUp && !isFallingDown) { isJumpingUp = true; jumpGoal = y+140; } /** GG PHYSICS **/ if(isJumpingUp) { if(y < (jumpGoal - jumpPower)) { y += jumpPower; } else if(y < jumpGoal && y >= (jumpGoal - jumpPower)) { y = jumpGoal; } else if(y == jumpGoal) { isJumpingUp = false; isFallingDown = true; } } if(isFallingDown) { std::cout << y << ": "; if(y >= (height/2 + gravity)) { y -= gravity; } else if(y > height/2 && y < (height/2 + gravity)) { y = height/2; } else if(y == height/2) { isFallingDown = false; } } }
void UIListTreeType::GoHome() { while(curlevel > 0) { MoveLeft(false); } MoveUp(MoveMax); Redraw(); }
void CGUIPanelContainer::OnUp() { CGUIAction action = GetAction(ACTION_MOVE_UP); bool wrapAround = action.GetNavigation() == GetID() || !action.HasActionsMeetingCondition(); if (m_orientation == VERTICAL && MoveUp(wrapAround)) return; if (m_orientation == HORIZONTAL && MoveLeft(wrapAround)) return; CGUIControl::OnUp(); }
void Restore(BTNode *p,int i) //关键字删除后,调整B-树,找到一个关键字将其插入到p->ptr[i]中 { if (i==0) //为最左边关键字的情况 if (p->ptr[1]->keynum>Min) MoveLeft(p,1); else Combine(p,1); else if (i==p->keynum) //为最右边关键字的情况 if (p->ptr[i-1]->keynum>Min) MoveRight(p,i); else Combine(p,i); else if (p->ptr[i-1]->keynum>Min) //为其他情况 MoveRight(p,i); else if (p->ptr[i+1]->keynum>Min) MoveLeft(p,i+1); else Combine(p,i); }
void UIListTreeType::Redraw(void) { if (!currentlevel) { return; } if (currentlevel->GetCount() == 0) MoveLeft(); else emit requestUpdate(); }
void Game_Character::MoveTypeCycleLeftRight() { if (IsStopping()) { cycle_stat ? MoveLeft() : MoveRight(); if (move_failed) { Wait(); stop_count = 0; // TODO: After waiting, try once more in the same direction cycle_stat = move_failed ? !cycle_stat : cycle_stat; } } }
void Enemy::AI(int *map){ switch(enemyType) { case ENEMY_ONE: ++movsps; if(movsps > 30) { movsps =0; rnd = rand()%100; } else if (!throwing){ if(rand()%1000 <= 5) { Jump(map); } if(rnd < 50) { MoveLeft(map); } else if (rnd > 50) { MoveRight(map); } } if (rand()%1000 < 9) Throw(map); break; case ENEMY_TWO: ++movsps; if(movsps == 30) { movsps =0; rnd = rand()%100; } if(rand()%1000 <= 5) { Jump(map); } if(rnd < 50) { MoveLeft(map); } else if (rnd > 50) { MoveRight(map); } break; } }
void Camera3::DecelerateLeft(const double dt) { if(straftVelocity < 0) { straftVelocity += -moveAcceleration * dt; MoveLeft(-dt); } else { straftVelocity = 0.f; straftMovingLeft = false; } }
std::pair<int, int> BfsHelper::BacktrackFromSquare(std::pair<int, int> target_pos) { //std::cout << "Backtrack path: " << x << y << std::endl; if (!CanReachSquare(target_pos)) { std::cerr << "ERROR: Attempted backtracking from unreachable square!" << std::endl; return std::make_pair(-1, -1); } // Steps to square int steps = StepsToSquare(target_pos); // one step - found the next square if (steps == 1) { return target_pos; } // Shortest path is one step less if (StepsToSquare(MoveLeft(target_pos)) == (steps-1)) { return BacktrackFromSquare(MoveLeft(target_pos)); } if (StepsToSquare(MoveRight(target_pos)) == (steps-1)) { return BacktrackFromSquare(MoveRight(target_pos)); } if (StepsToSquare(MoveUp(target_pos)) == (steps-1)) { return BacktrackFromSquare(MoveUp(target_pos)); } if (StepsToSquare(MoveDown(target_pos)) == (steps-1)) { return BacktrackFromSquare(MoveDown(target_pos)); } // How did this happend?? return std::make_pair(-1, -1); }
Consoden::TankGame::Direction::Enumeration BfsHelper::FindDirection(std::pair<int, int> start_pos, std::pair<int, int> target_pos) { if (MoveLeft(start_pos) == target_pos) { return Consoden::TankGame::Direction::Left; } else if (MoveRight(start_pos) == target_pos) { return Consoden::TankGame::Direction::Right; } else if (MoveUp(start_pos) == target_pos) { return Consoden::TankGame::Direction::Up; } else if (MoveDown(start_pos) == target_pos) { return Consoden::TankGame::Direction::Down; } std::cerr << "ERROR: FindDirection was called with a pair of squares which are not adjacent!" << std::endl; return Consoden::TankGame::Direction::Neutral; }
void Game_Character::MoveRandom() { switch (rand() % 4) { case 0: MoveDown(); break; case 1: MoveLeft(); break; case 2: MoveRight(); break; case 3: MoveUp(); break; } }