Beispiel #1
0
void CCrossDlg::RandomPatch()
{
	Play(FALSE);	// prevent auto-fade from clobbering result
	for (int i = 0; i < ROWS; i++) {
		m_Info[SEL_MIX].m_Row[i].Val	= RANDOMIZE(Val);
		m_Info[SEL_MIX].m_Row[i].Wave	= round(RANDOMIZE(Wave));
		m_Info[SEL_MIX].m_Row[i].Amp	= RANDOMIZE(Amp);
		m_Info[SEL_MIX].m_Row[i].Freq	= RANDOMIZE(Freq);
		m_Info[SEL_MIX].m_Row[i].PW		= RANDOMIZE(PW);
	}
	m_Frm->OnNewParms(SEL_MIX);	// update parameters dialog
	m_PosEdit.SetVal(.5);	// center fader, so FadeTo fades from random mix
	m_PosSlider.SetPos(round(.5 * SLIDER_RANGE));
}
Beispiel #2
0
int main()
{
  RANDOMIZE();
  ArrayTest1(cout);
  ArrayTest2(cout);
  ArrayTest8(cout);
  ArrayTest12(cout);
  return 0;
}
Beispiel #3
0
	Engine::Engine()
		:mHandle(nullptr), mInstance(nullptr), mDirectX(nullptr), mDevice(nullptr), mWidth(1024), mHeight(640), 
		mTitle("Dungeon Dashers"), mWindowMode(true), mDeviceLost(false), mEditMode(false), mBackground(Colour::Black)
	{
		ENGINE = this;
		RANDOMIZE();
		mAsset = new AssetManager();
		mScene = new SceneManager();
		mAsset->SetLoadingMethod(AssetLoadingMethod::LoadFromBinary);
	}