Spider::Spider(const sf::Vector2f SpawnLocation,const float speed,const sf::Vector2i InitialDirection,Mushroomfield& father){ //set up definition of top border TOPBORDER =WindowManager::MainWindow.getView().getSize().y-(MUSHROOMSEGMENT*11 - MUSHROOMSEGMENT/2); BottomBlasterBorder= WindowManager::MainWindow.getView().getSize().y - (MUSHROOMSEGMENT/2)-MUSHROOMSEGMENT; //sets up time generated seed of rand srand(time(NULL)); //plays spider sound on construction SoundManager::PlaySpiderSound(); //set up bool IsOnBorder=false; //sets up initial location and field Flea Belongs to WorldPosition = SpawnLocation; FatherMushroomfield = &father; //sets up inital speed with initial direction Speed=speed; Direction=InitialDirection; //Sets up the visual Sprite Sprite = AnimatedSprite(ResourceManager::GetTexture("Spider"),4,2); Sprite.SetAnimation(0,5,true,true); Sprite.SetLoopSpeed(24.0f); Sprite.setOrigin(Sprite.getTextureRect().width / 2.0f, Sprite.getTextureRect().height / 2.0f); Sprite.setPosition(WorldPosition); Sprite.setScale(2,2); //Sets up Collider bitmap = ResourceManager::GetTextureBitmap("Spider"); SetCollider(Sprite,bitmap,true); RegisterCollision<Spider>(*this); //Sets Draw Order SetDrawOrder(999); //Set up The precomputed Downward motion with initial speed for(int i =0;i<MUSHROOMSEGMENT/speed;i++){ DownwardQueue.push(PositionAndRotationOffset(sf::Vector2f(0,speed),0,sf::Vector2f(0,1),false)); } //Set up The precomputed Diagonal motion with initial speed for(int i =0;i<MUSHROOMSEGMENT/speed;i++){ DiagonalQueue.push(PositionAndRotationOffset(sf::Vector2f(speed,speed),0,sf::Vector2f(0,1),false)); } }
CMLineIndexTable::CMLineIndexTable ( JOrderedSetT::CompareResult (*bpCcompareFn)(CMBreakpoint *const &, CMBreakpoint *const &), CMSourceDirector* dir, CMSourceText* text, JXScrollbarSet* scrollbarSet, JXContainer* enclosure, const HSizingOption hSizing, const VSizingOption vSizing, const JCoordinate x, const JCoordinate y, const JCoordinate w, const JCoordinate h ) : JXTable(1, 1, NULL, enclosure, hSizing, vSizing, x, y, w, h), itsDirector(dir), itsText(text), itsVScrollbar(scrollbarSet->GetVScrollbar()), itsCurrentLineIndex(0), itsLineMenu(NULL), itsDeselectTask(NULL) { itsLink = CMGetLink(); ListenTo(itsLink); itsBPList = jnew JPtrArray<CMBreakpoint>(JPtrArrayT::kForgetAll); assert(itsBPList != NULL); itsBPList->SetCompareFunction(bpCcompareFn); itsBPList->SetSortOrder(JOrderedSetT::kSortAscending); WantInput(kJFalse); SetBackColor(CMGetPrefsManager()->GetColor(CMPrefsManager::kBackColorIndex)); SetFocusColor(GetBackColor()); SetRowBorderInfo(0, GetBackColor()); SetColBorderInfo(0, GetBackColor()); SetDrawOrder(kDrawByCol); AppendCols(3); CMAdjustLineTableToTextTask* task = jnew CMAdjustLineTableToTextTask(this); assert( task != NULL ); task->Go(); ListenTo(itsText); ListenTo(itsVScrollbar); ListenTo(itsLink->GetBreakpointManager()); }
ScenePanel::ScenePanel( const std::shared_ptr<UIEventDispatcher>& dispatcher, int widthIn, int heightIn) : UIElement(dispatcher) , timer(Duration::zero()) , normalizedScrollDirection(0.0f) , scrollAcceleration(0.0f) , cameraZoom(1.0) , isFocused(false) , isEnabled(true) { SetSize(widthIn, heightIn); SetDrawOrder(10000); }
JXColHeaderWidget::JXColHeaderWidget ( JXTable* table, JXScrollbarSet* scrollbarSet, JXContainer* enclosure, const HSizingOption hSizing, const VSizingOption vSizing, const JCoordinate x, const JCoordinate y, const JCoordinate w, const JCoordinate h ) : JXEditTable(h,1, NULL, enclosure, hSizing,vSizing, x,y, w,h) { assert( table != NULL && scrollbarSet != NULL ); itsTable = table; itsTable->SetColHeader(this); ListenTo(itsTable); itsHScrollbar = scrollbarSet->GetHScrollbar(); ListenTo(itsHScrollbar); itsTitles = NULL; itsAllowColResizingFlag = kJFalse; itsMinColWidth = 1; itsDragType = kInvalidDrag; itsDragLineCursor = JXGetDragVertLineCursor(GetDisplay()); itsDragAllLineCursor = JXGetDragAllVertLineCursor(GetDisplay()); SetDrawOrder(kDrawByRow); SetRowBorderInfo(0, (GetColormap())->GetBlackColor()); // override JXEditTable WantInput(kJFalse); SetBackColor((GetColormap())->GetDefaultBackColor()); AppendRows(1, GetApertureHeight()); AdjustToTable(); }
void Actor::HandleCommand( const ParsedCommand &command ) { HandleParams; const CString& sName = sParam(0); // Commands that go in the tweening queue: if ( sName=="sleep" ) Sleep( fParam(1) ); else if( sName=="linear" ) BeginTweening( fParam(1), TWEEN_LINEAR ); else if( sName=="accelerate" ) BeginTweening( fParam(1), TWEEN_ACCELERATE ); else if( sName=="decelerate" ) BeginTweening( fParam(1), TWEEN_DECELERATE ); else if( sName=="bouncebegin" ) BeginTweening( fParam(1), TWEEN_BOUNCE_BEGIN ); else if( sName=="bounceend" ) BeginTweening( fParam(1), TWEEN_BOUNCE_END ); else if( sName=="spring" ) BeginTweening( fParam(1), TWEEN_SPRING ); else if( sName=="stoptweening" ) { StopTweening(); BeginTweening( 0.0001f, TWEEN_LINEAR ); } // Why BeginT again? -Chris else if( sName=="finishtweening" ) FinishTweening(); else if( sName=="hurrytweening" ) HurryTweening( fParam(1) ); else if( sName=="x" ) SetX( fParam(1) ); else if( sName=="y" ) SetY( fParam(1) ); else if( sName=="z" ) SetZ( fParam(1) ); else if( sName=="addx" ) SetX( GetDestX()+fParam(1) ); else if( sName=="addy" ) SetY( GetDestY()+fParam(1) ); else if( sName=="addz" ) SetZ( GetDestZ()+fParam(1) ); else if( sName=="zoom" ) SetZoom( fParam(1) ); else if( sName=="zoomx" ) SetZoomX( fParam(1) ); else if( sName=="zoomy" ) SetZoomY( fParam(1) ); else if( sName=="zoomz" ) SetZoomZ( fParam(1) ); else if( sName=="zoomtowidth" ) ZoomToWidth( fParam(1) ); else if( sName=="zoomtoheight" ) ZoomToHeight( fParam(1) ); else if( sName=="stretchto" ) StretchTo( RectF( fParam(1), fParam(2), fParam(3), fParam(4) ) ); else if( sName=="cropleft" ) SetCropLeft( fParam(1) ); else if( sName=="croptop" ) SetCropTop( fParam(1) ); else if( sName=="cropright" ) SetCropRight( fParam(1) ); else if( sName=="cropbottom" ) SetCropBottom( fParam(1) ); else if( sName=="fadeleft" ) SetFadeLeft( fParam(1) ); else if( sName=="fadetop" ) SetFadeTop( fParam(1) ); else if( sName=="faderight" ) SetFadeRight( fParam(1) ); else if( sName=="fadebottom" ) SetFadeBottom( fParam(1) ); else if( sName=="fadecolor" ) SetFadeDiffuseColor( cParam(1) ); else if( sName=="diffuse" ) SetDiffuse( cParam(1) ); else if( sName=="diffuseleftedge" ) SetDiffuseLeftEdge( cParam(1) ); else if( sName=="diffuserightedge" ) SetDiffuseRightEdge( cParam(1) ); else if( sName=="diffusetopedge" ) SetDiffuseTopEdge( cParam(1) ); else if( sName=="diffusebottomedge" ) SetDiffuseBottomEdge( cParam(1) ); /* Add left/right/top/bottom for alpha if needed. */ else if( sName=="diffusealpha" ) SetDiffuseAlpha( fParam(1) ); else if( sName=="diffusecolor" ) SetDiffuseColor( cParam(1) ); else if( sName=="glow" ) SetGlow( cParam(1) ); else if( sName=="glowmode" ) { if(!sParam(1).CompareNoCase("whiten")) SetGlowMode( GLOW_WHITEN ); else if(!sParam(1).CompareNoCase("brighten")) SetGlowMode( GLOW_BRIGHTEN ); else ASSERT(0); } else if( sName=="rotationx" ) SetRotationX( fParam(1) ); else if( sName=="rotationy" ) SetRotationY( fParam(1) ); else if( sName=="rotationz" ) SetRotationZ( fParam(1) ); else if( sName=="heading" ) AddRotationH( fParam(1) ); else if( sName=="pitch" ) AddRotationP( fParam(1) ); else if( sName=="roll" ) AddRotationR( fParam(1) ); else if( sName=="shadowlength" ) SetShadowLength( fParam(1) ); else if( sName=="horizalign" ) SetHorizAlign( sParam(1) ); else if( sName=="vertalign" ) SetVertAlign( sParam(1) ); else if( sName=="diffuseblink" ) SetEffectDiffuseBlink(); else if( sName=="diffuseshift" ) SetEffectDiffuseShift(); else if( sName=="glowblink" ) SetEffectGlowBlink(); else if( sName=="glowshift" ) SetEffectGlowShift(); else if( sName=="rainbow" ) SetEffectRainbow(); else if( sName=="wag" ) SetEffectWag(); else if( sName=="bounce" ) SetEffectBounce(); else if( sName=="bob" ) SetEffectBob(); else if( sName=="pulse" ) SetEffectPulse(); else if( sName=="spin" ) SetEffectSpin(); else if( sName=="vibrate" ) SetEffectVibrate(); else if( sName=="stopeffect" ) SetEffectNone(); else if( sName=="effectcolor1" ) SetEffectColor1( cParam(1) ); else if( sName=="effectcolor2" ) SetEffectColor2( cParam(1) ); else if( sName=="effectperiod" ) SetEffectPeriod( fParam(1) ); else if( sName=="effectoffset" ) SetEffectOffset( fParam(1) ); else if( sName=="effectdelay" ) SetEffectDelay( fParam(1) ); else if( sName=="effectclock" ) SetEffectClock( sParam(1) ); else if( sName=="effectmagnitude" ) SetEffectMagnitude( RageVector3(fParam(1),fParam(2),fParam(3)) ); else if( sName=="scaletocover" ) { RectI R(iParam(1), iParam(2), iParam(3), iParam(4)); ScaleToCover(R); } else if( sName=="scaletofit" ) { RectI R(iParam(1), iParam(2), iParam(3), iParam(4)); ScaleToFitInside(R); } // Commands that take effect immediately (ignoring the tweening queue): else if( sName=="animate" ) EnableAnimation( bParam(1) ); else if( sName=="setstate" ) SetState( iParam(1) ); else if( sName=="texturewrapping" ) SetTextureWrapping( bParam(1) ); else if( sName=="additiveblend" ) SetBlendMode( bParam(1) ? BLEND_ADD : BLEND_NORMAL ); else if( sName=="blend" ) SetBlendMode( sParam(1) ); else if( sName=="zbuffer" ) SetUseZBuffer( bParam(1) ); else if( sName=="ztest" ) SetZTestMode( bParam(1)?ZTEST_WRITE_ON_PASS:ZTEST_OFF ); else if( sName=="ztestmode" ) SetZTestMode( sParam(1) ); else if( sName=="zwrite" ) SetZWrite( bParam(1) ); else if( sName=="clearzbuffer" ) SetClearZBuffer( bParam(1) ); else if( sName=="backfacecull" ) SetCullMode( bParam(1) ? CULL_BACK : CULL_NONE ); else if( sName=="cullmode" ) SetCullMode( sParam(1) ); else if( sName=="hidden" ) SetHidden( bParam(1) ); else if( sName=="hibernate" ) SetHibernate( fParam(1) ); else if( sName=="draworder" ) SetDrawOrder( iParam(1) ); else if( sName=="playcommand" ) PlayCommand( sParam(1) ); else if( sName=="queuecommand" ) { ParsedCommand newcommand = command; newcommand.vTokens.erase( newcommand.vTokens.begin() ); QueueCommand( newcommand ); return; // don't do parameter number checking } /* These are commands intended for a Sprite commands, but they will get * sent to all sub-actors (which aren't necessarily Sprites) on * GainFocus and LoseFocus. So, don't run CheckHandledParams * on these commands. */ else if( sName=="customtexturerect" || sName=="texcoordvelocity" || sName=="scaletoclipped" || sName=="stretchtexcoords" || sName=="position" || sName=="loop" || sName=="play" || sName=="pause" || sName=="rate" ) return; else { CString sError = ssprintf( "Actor::HandleCommand: Unrecognized command name '%s'.", sName.c_str() ); LOG->Warn( sError ); Dialog::OK( sError ); } CheckHandledParams; }