Player Utils::getEntityById(int entityId) { DWORD base = *(DWORD*)(getEntityList() + (0x10 * entityId)); if (!base) return Player(NULL); return Player(base); }
Player Utils::getLocalPlayer() { DWORD base = *(DWORD*)(clientDll + Offsets::localPlayer); if (!base) return Player(NULL); return Player(base); }
TicTacToe::TicTacToe(int N, int numP) { _playAuto = true; //initialize NxN grid with blanks (-1) for(int i=0; i<N; i++) { _grid.push_back(vector<Cell>()); for(int j=0; j<N; j++) _grid[i].push_back(Cell()); } for(int i=0; i<numP; i++) { string input; cout << "Is player" << i << " human? (true/false):"; cin >> input; if(!input.compare("true")) { _vplayers.push_back(Player(i, true)); _playAuto = false; } else { _vplayers.push_back(Player(i, false)); } } _emptyCells = N*N; _gameUp = false; //_grid[0][0].setBlocked(); }
void ServerModel::MovePlayer(const MovementInfo& info) { Player()->UpdateMovementInfo(info); // send to world model m_worldModel.UpdateObjectMovement(Player()->Id(), info); }
Game::Game(): window(sf::VideoMode(800, 600), "SFML works!"), gboard(&players), idPlayer(1), posClickedMouse(-1,-1) { idPlayer = 1; players.push_back(Player(1,sf::Color(0,255,0) )); players.push_back(Player(2,sf::Color::Red)); }
Player Device::ready(Clip &clip, bool streaming) { if(impl_) { if(streaming) return Player(impl_->newStream(&clip), &clip); else return Player(impl_->newBuffer(&clip)); } return Player(); }
void CAIball::OnCharacterSpawn(CCharacter *pChr) { CAI::OnCharacterSpawn(pChr); m_PowerLevel = g_Config.m_SvBotLevel; m_WaypointDir = vec2(0, 0); Player()->SetRandomSkin(); m_Team = Player()->GetTeam(); m_Role = rand()%3; }
GameInfo::GameInfo(QRegExp& pattern, int offset) : m_white(Player(pattern.cap(offset), pattern.cap(offset + 1).toInt())) , m_black(Player(pattern.cap(offset + 2), pattern.cap(offset + 3).toInt())) , m_rated(pattern.cap(offset + 4)) , m_type(pattern.cap(offset + 5)) , m_time(pattern.cap(offset + 6).toInt()) , m_increment(pattern.cap(offset + 7).toInt()) , m_game_num(-1) { m_variant = variantCode(m_type); }
LevelGUI::LevelGUI(string LevelName) { Level LevelTest(LevelName); LevelTest.Load(); RenderWindow window(VideoMode(1280, 720), "Platformer:" + LevelName); View view(Vector2f(0, 0), Vector2f(1280, 720)); //These numbers can be scaled to zoom it out Player Player(Player(LevelTest.PlayerSpawn->rect.getPosition(), Vector2f(64, 64), Color::Blue, &LevelTest)); window.setFramerateLimit(60); while (window.isOpen()) { Event event; while (window.pollEvent(event)) //If theres any event that is supposed to close the window, do that and deallocate everything. { if (event.type == Event::Closed) { cout << "Closing...\n"; //LevelTest.Save(); //cout << "Successfully saved level.\n"; window.close(); cout << "Successfully closed window.\n"; goto stop; } else if (event.type == sf::Event::MouseWheelMoved) { if (event.mouseWheel.delta > 0) { view.zoom(0.7f); cout << "Zooming in... \n"; } else if (event.mouseWheel.delta < 0) { view.zoom(1.3f); cout << "Zooming out... \n"; } } } Player.Move(&view); //HOLY SHIT SO MANY ADDRESSES window.clear(Color::White); //Make background white Player.Update(); //Update the coordinates of Player window.setView(view); //Has to be called every frame I read somewhere on the SFML tutorials LevelTest.Draw(&window); //"Draws" all of the blocks on the window window.draw(Player.rect); //Draw player view.setCenter(Vector2f(Player.rect.getPosition().x + ((Player.rect.getSize().x) / 2), Player.rect.getPosition().y + (Player.rect.getSize().y) / 2) ); //Centers camera on player window.display(); } stop: cout << "Successfully exited this levelGUI.\n"; }
TEST_F(TeeHistorian, TickImplicitTwoTicks) { const unsigned char EXPECTED[] = { 0x42, 0x00, 0x01, 0x02, // PLAYER_NEW cid=0 x=1 y=2 0x00, 0x01, 0x40, // PLAYER cid=0 dx=1 dy=-1 0x40, // FINISH }; Tick(1); Player(0, 1, 2); Tick(2); Player(0, 2, 1); Finish(); Expect(EXPECTED, sizeof(EXPECTED)); }
TEST_F(TeeHistorian, TickImplicitDescendingClientID) { const unsigned char EXPECTED[] = { 0x42, 0x01, 0x02, 0x03, // PLAYER_NEW cid=1 x=2 y=3 0x42, 0x00, 0x04, 0x05, // PLAYER_NEW cid=0 x=4 y=5 0x40, // FINISH }; Tick(1); DeadPlayer(0); Player(1, 2, 3); Tick(2); Player(0, 4, 5); Player(1, 2, 3); Finish(); Expect(EXPECTED, sizeof(EXPECTED)); }
//Funcion clear gamestate void MainGame::Clear() { arbiter = false; aithinking = false; mode = none; player1 = Player(human, blue); player2 = Player(human, red); unsaved = false; currentmove = 0; currentmaxmove = 0; gamehistory.vhistory.Clear(); }
void CAIball::DoBehavior() { // reset jump and attack if (Player()->GetCharacter()->GetCore().m_JetpackPower < 10 || Player()->GetCharacter()->GetCore().m_Jetpack == 0) m_Jump = 0; m_Attack = 0; HeadToMovingDirection(); if (Player()->GetCharacter()->GetWeaponType() != WEAPON_NONE) { SeekClosestEnemyInSight(); // if we see a player if (m_EnemiesInSight > 0) ShootAtClosestEnemy(); } if (!GameServer()->m_pController->m_pBall) { m_ReactionTime = 2; return; } vec2 BallPos = GameServer()->m_pController->m_pBall->m_Pos+vec2(0, -20); if (m_Role == 0) { if (distance(m_Pos, m_aGoalPos[m_Team]) < 150) m_TargetPos = BallPos; else m_TargetPos = (BallPos+m_aGoalPos[m_Team])/2; } else if (m_Role == 1) m_TargetPos = BallPos - normalize(m_aGoalPos[!m_Team]-BallPos)*frandom()*300; else m_TargetPos = BallPos; if (Player()->GetCharacter()->GetWeaponType() == WEAPON_NONE) FindWeapon(); m_WaypointPos = m_TargetPos; MoveTowardsWaypoint(false); if (frandom()*100.0f < 0.3f) m_Role = rand()%3; m_ReactionTime = 2; }
void CAIBomber::DoBehavior() { // reset jump and attack m_Jump = 0; m_Attack = 0; CheckAITiles(); SeekPlayer(); if (m_PlayerSpotCount > 0) { m_TargetTimer = 0; // on "first" sight if (m_PlayerSpotCount == 1 && m_BombTimer == 0) { Player()->GetCharacter()->SetEmoteFor(EMOTE_HAPPY, 1200, 1200); GameServer()->SendEmoticon(Player()->GetCID(), EMOTICON_HEARTS); } MoveTowardsPlayer(40); JumpIfPlayerIsAbove(); m_Direction = m_PlayerDirection; if (m_BombTimer == 0) { if (m_PlayerDistance < 200) { m_BombTimer = 60; Player()->GetCharacter()->SetEmoteFor(EMOTE_HAPPY, 1200, 1200); GameServer()->SendEmoticon(Player()->GetCID(), EMOTICON_DEVILTEE); GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG); } } if (m_Pos.y < m_PlayerPos.y) m_Jump = 0; } Unstuck(); HeadToMovingDirection(); // next reaction in m_ReactionTime = 6 + frandom()*3; }
Player Device::ready(const _TCHAR *fname, bool streaming) { if(impl_) { Pointer<Clip> clip = new Clip; if(clip && clip->open(fname)) { if(streaming) return Player(impl_->newStream(clip), clip); else return Player(impl_->newBuffer(clip)); } else { GCTP_TRACE(_T("指定のファイルを読み込めませんでした :")<<fname); } } return Player(); }
GameLogic::GameLogic(const std::vector<int32_t> &playerIds) { player1_ = playerIds[0]; player2_ = playerIds[1]; winner_ = std::to_string(kNoWinner); hasFinished_ = false; for (int32_t i = 0; i < kWidth; ++i) { for (int32_t j = 0; j < kHeight; ++j) { field_[i][j] = kEmpty; } } // two players for (size_t i = 0; i < 2; ++i) { worldModel_.players.push_back(Player()); for (size_t j = 0; j < kpInit[i].size(); j++) { Coordinate pos; pos.x = kpInit[i][j].first; pos.y = kpInit[i][j].second; field_[pos.x][pos.y] = (i==0 ? playerIds[0] : playerIds[1]); worldModel_.players[i].body.push_back(pos); } } std::vector<Command> moveList; moveList_.push_back(moveList); moveList_.push_back(moveList); updateMoveList_(); }
RECEIVE(JOIN, id, msg, reliable) { Player::Id pid = (long) msg[2]; unsigned char team = (long) msg[3]; if (pid == game.player->id) { // Connection complete, do stuff } else { // Other player joined game.topId = MAX(game.topId,pid) + 1; ObjectHandle player = Player(pid, team, msg[4]); game.root->children.insert(player); game.players[pid] = player; nodes[(long) msg[1]] = pid; } long redID = INT_MAX - 'a'; long blueID = INT_MAX - 'b'; if (game.players.count(redID) && (team == 'a')) game.world->terrain->Reassign(redID, pid); if (game.players.count(blueID) && (team == 'b')) game.world->terrain->Reassign(blueID, pid); }
//Constructor FightGame::FightGame(std::string n1, std::string n2) { players[0] = Player(this, n1); players[1] = Player(this, n2); players[0].changeState(Idle::Instance()->getStateID()); players[1].changeState(Idle::Instance()->getStateID()); //Make sure the states are registered Idle::Instance(); AttackUp::Instance(); AttackMid::Instance(); AttackLow::Instance(); DefendUp::Instance(); DefendMid::Instance(); DefendLow::Instance(); }
bool BaseAI::startTurn() { static bool initialized = false; int count = 0; count = getShipTypeCount(c); shipTypes.clear(); shipTypes.resize(count); for(int i = 0; i < count; i++) { shipTypes[i] = ShipType(getShipType(c, i)); } count = getPlayerCount(c); players.clear(); players.resize(count); for(int i = 0; i < count; i++) { players[i] = Player(getPlayer(c, i)); } count = getShipCount(c); ships.clear(); ships.resize(count); for(int i = 0; i < count; i++) { ships[i] = Ship(getShip(c, i)); } if(!initialized) { initialized = true; init(); } return run(); }
void CMod_Weapon_Laser::CreateProjectile(vec2 Pos, vec2 Direction) { new CLaser(GameWorld(), Pos, Direction, GameServer()->Tuning()->m_LaserReach, Player()->GetCID()); CModAPI_WorldEvent_Sound(GameServer(), WorldID()) .Send(Character()->GetPos(), SOUND_LASER_FIRE); }
Player::Player(): GameAsset ( string("shaders/hello-gl.v.glsl"), string("shaders/hello-gl.f.glsl")) { Player(0, 0, 0); }
Status StatusParser::parse(QString data) { data = stripResponseHeader(data); QStringList playerList = data.split("\n"); QString variableData = playerList.first(); playerList.removeFirst(); QStringList variableList = variableData.split("\\", QString::SkipEmptyParts); QStringListIterator it(variableList); Status status; while (it.hasNext()) { QString key = it.next(); if(it.hasNext()) { QString value = it.next(); status.variables.insert(key, value); } } QStringListIterator itP(playerList); while (itP.hasNext()) { QString line = itP.next(); QStringList playerData = line.split(" "); if(playerData.size() >= 3) { QString playerName = QStringList(playerData.mid(2)).join(" "); playerName.chop(1); // remove first " playerName.remove(0, 1); // remove last " status.players.append(std::move(Player(playerName, playerData[0].toInt(), playerData[1].toInt()))); } } return status; }
void MainMenuState::makeChoicePlayers() { int choice = State::promptInteger(); switch (choice) { case 1: m_players.push_back(Player(m_playerActual++)); if (m_playerActual > m_nbPlayers) { // On a entré tous les joueurs m_subState = SUB_STATE::BOARD_SIZE; } break; case 2: m_error << "Desole, mais l'IA n'est pas encore implementee."; break; case 3: if (m_playerActual == 1) { m_subState = SUB_STATE::PLAY; } else { m_playerActual--; m_players.pop_back(); } break; case -1: default: m_error << "Veuillez taper 1, 2 ou 3."; } }
///===================================================== /// ///===================================================== void Game::LoadGame(OpenGLRenderer* renderer){ XMLNode root = XMLNode::parseFile("Data/Saves/saveGame.xml"); if (root.isEmpty()) return; remove("Data/Saves/saveGame.xml"); XMLNode savedGame = root.getChildNode("SaveGame"); SetState(Playing); const MapGeneratorRegistry* registry = MapGeneratorRegistration::GetGeneratorRegistry(); m_mapGenerator = registry->at("FromData")->CreateMapGenerator("FromData"); if (m_mapGenerator == nullptr){ assert(false); return; } m_map = m_mapGenerator->CreateMap(renderer, savedGame); if (m_map == nullptr){ assert(false); return; } XMLNode entitiesNode = savedGame.getChildNode("Entities"); m_mapGenerator->FinalizeMap(m_map, entitiesNode); XMLNode playerNode = entitiesNode.getChildNode("Player"); m_player = new Player(Player(renderer), renderer, playerNode); m_player->AddToMap(m_map, m_player->m_position); m_statusBar.m_player = m_player; ResolvePointersFromLoadGame(); }
bool BaseAI::startTurn() { static bool initialized = false; int count = 0; count = getPlayerCount(c); players.clear(); players.resize(count); for(int i = 0; i < count; i++) { players[i] = Player(getPlayer(c, i)); } count = getCheckerCount(c); checkers.clear(); checkers.resize(count); for(int i = 0; i < count; i++) { checkers[i] = Checker(getChecker(c, i)); } if(!initialized) { initialized = true; init(); } return run(); }
MathGame() { for(int i = 0; i < 10; i++) { for(int j = 0; j < 10; j++) grid[i][j] = 0; } grid[0][0] = 1; playerPos[X] = 1; playerPos[Y] = 1; grid[4][4] = 2; aIPos[X] = 5; aIPos[Y] = 5; maxGrid = 9; moving = false; player = Player(Vector3D(grid_size * playerPos[X] - grid_size/2.0, grid_size * playerPos[Y] - grid_size/2.0, 0), window_size, grid_size); ai = AIUnit(Vector3D(grid_size * aIPos[X] - grid_size/2.0, grid_size * aIPos[Y] - grid_size/2.0, 0), window_size, grid_size); srand (time(NULL)); }
bool CPlayerService::LoadXwzFromFile() { dwt::ifstream Player("Data\\升级\\修为值换算.txt"); if (!Player.is_open()) { rfalse("无法打开修为值换算表!"); return false; } char buffer[2048]; while (!Player.eof()) { Player.getline(buffer, sizeof(buffer)); if (0 == buffer[0] || '//' == (*(LPWORD)buffer)) continue; std::strstream linebuf(buffer, (std::streamsize)strlen(buffer)); linebuf >> m_PlayerXwzData.m_Atk >> m_PlayerXwzData.m_Defence >> m_PlayerXwzData.m_CtrAtk >> m_PlayerXwzData.m_Escape >> m_PlayerXwzData.m_Hp >> m_PlayerXwzData.m_Mp >> m_PlayerXwzData.m_Tp >> m_PlayerXwzData.m_ATKSPEED >> m_PlayerXwzData.m_SPEED >> m_PlayerXwzData.m_ABSDAMAGE >> m_PlayerXwzData.m_REDUCEDAMAGE >> m_PlayerXwzData.m_NONFANGYU >> m_PlayerXwzData.KylinArmLevel; } return true; }
CAIpyro2::CAIpyro2(CGameContext *pGameServer, CPlayer *pPlayer) : CAI(pGameServer, pPlayer) { m_SkipMoveUpdate = 0; Player()->SetCustomSkin(10); m_StartPos = vec2(0, 0); m_ShockTimer = 0; }
void StateGameOver::Reset(GameManager &Mgr) { Mgr.player = Player(); Mgr.enemies.clear(); Mgr.lasers.clear(); Mgr.score = Score((int)Mgr.player.hp); Mgr.spawner = Spawner(); }
Engine::Engine() : player(Player()) { this->player.setPos(0.0, -2.0, 0.0); this->player.setRotate(0.0, 20.0, 0.0); this->player.setSpeed(1.0, 0.0009); this->running = true; this->map = new Cave(); }