int main(int argc,char** argv)
{             
  int width=400,height=300,w=20,x,y;
  double r,phi=0;
  
  rfbScreenInfoPtr server=rfbGetScreen(&argc,argv,width,height,8,3,4);
  server->frameBuffer=(char*)malloc(width*height*4);
  initBackground(server);
  server->deferUpdateTime=0;
  rfbInitServer(server);

  r=0;
  while(1) {
    if(r<=0) {
      initBackground(server);
      rfbMarkRectAsModified(server,0,0,width,height);
      r=0.43;
      phi=0;
    } else {
      r-=0.0001;
      phi+=0.02;
      if(phi>2*M_PI)
	phi-=2*M_PI;
    }
    x=width*(0.5+cos(phi)*r);
    y=height*(0.5+sin(phi)*r);
    if(x>=0 && y>=0 && x+w<=width && y+w<=height) {
      unsigned int dx=width*0.5*(1-cos(phi)*r)-x,
      		dy=height*0.5*(1-sin(phi)*r)-y;
      rfbDoCopyRect(server,x,y,x+w,y+w,-dx,-dy);
    }
    rfbProcessEvents(server,50000);
  }
  return(0);
}
Beispiel #2
0
void initGame(int stg) {
  status = IN_GAME;

  initShip();
  initShots();
  initFoes();
  initFrags();
  initBonuses();
  initBackground();

  initBarrages(stagePrm[stg][0], stagePrm[stg][1], stagePrm[stg][2]);
  initGameState(stg);
  if ( stg < STAGE_NUM ) {
    setStageBackground(stg%5+1);
    playMusic(stg%5+1);
  } else {
    if ( !insane ) {
      setStageBackground(0);
      playMusic(0);
    } else {
      setStageBackground(6);
      playMusic(6);
    }
  }
}
Beispiel #3
0
Tutorial::Tutorial(sf::RenderWindow& window, ResourceManager& resourceManager, SoundManager& soundManager)
	: loopState(WAIT)
	, firstFadingFrame(false)
	, fadeIndexA(0)
	, fadeIndexB(1)
	, ANIMATION_SPEED(350)
	, TIME_TO_WAIT_TILL_NEXT_SWITCH(8.f) // in seconds
	, alpha1(255)
	, alpha2(0)
	, window(&window)
	, resourceManager(&resourceManager)
	, soundManager(&soundManager)
	, goToMenu(false)
	, leftMouseClicked(false)
	, rightMouseClicked(false)
{
	initBackground();
	background[0].setTexture(resourceManager.getTexture(ResourceManager::SPLASH_SCREEN));
	background[1].setTexture(resourceManager.getTexture(ResourceManager::TUT1));
	background[2].setTexture(resourceManager.getTexture(ResourceManager::TUT2));
	background[3].setTexture(resourceManager.getTexture(ResourceManager::TUT3));
	background[4].setTexture(resourceManager.getTexture(ResourceManager::TUT4));
	background[5].setTexture(resourceManager.getTexture(ResourceManager::TUT5));
	background[6].setTexture(resourceManager.getTexture(ResourceManager::TUT6));
	background[7].setTexture(resourceManager.getTexture(ResourceManager::TUT7));
	background[8].setTexture(resourceManager.getTexture(ResourceManager::TUT8));
	background[9].setTexture(resourceManager.getTexture(ResourceManager::TUT9));

	skipToMenuButton.setPosition(WINDOW_WIDTH_TO_CALCULATE - 250.f, 15.f);
	skipToMenuButton.setSize(sf::Vector2f(338.f * 0.7f , 73.f * 0.7f));
	skipToMenuButton.setTexture(resourceManager.getTexture(ResourceManager::TEXT_SPRITE));
	skipToMenuButton.setTextureRect(resourceManager.getTextureRect(ResourceManager::TEXT_SKIP_TO_MENU));
	skipToMenuButton.setFillColor(sf::Color::Black);
	
}
Beispiel #4
0
UserDesktopDlg::UserDesktopDlg(const User& user, const QSize& size, 
                               QWidget * parent/* = 0*/)
: QDialog(parent, QT_DEFAULT_DIALOG_HINTS | Qt::WindowMinMaxButtonsHint | Qt::WindowSystemMenuHint)
, m_autosize(false)
{
    ui.setupUi(this);
    setWindowIcon(QIcon(APPICON));

    this->resize(size);
    ui.userdesktopWidget->setUserID(user.nUserID);
    connect(this, SIGNAL(userDesktopWindowUpdate(int,int)),
            ui.userdesktopWidget, SLOT(slotDesktopUpdate(int,int)));
    connect(ui.userdesktopWidget, SIGNAL(userDesktopWindowEnded(int)),
            SIGNAL(userDesktopWindowEnded(int)));
    connect(this, SIGNAL(userDesktopCursorUpdate(int,const DesktopInput&)),
            ui.userdesktopWidget, SLOT(slotDesktopCursorUpdate(int,const DesktopInput&)));
    connect(this, SIGNAL(userUpdated(const User&)), ui.userdesktopWidget,
            SLOT(slotUserUpdated(const User&)));
    ui.userdesktopWidget->slotDesktopUpdate(user.nUserID, -1);
    slotUserUpdate(user);

    initBackground();

#if defined(Q_OS_DARWIN)
    setMacResizeMargins(this, ui.horizontalLayout);
#endif
}
bool ChatOnBedRoom::init()
{
    if (!Layer::init())
    {
        return false;
    }
    initBackground();
    
    mMe = PersonManager::getInstance()->getMe();
    this->addChild(mMe, 10);
    
    mSpouse = PersonManager::getInstance()->getSpouse();
    this->addChild(mSpouse, 10);
    
    mMe->setPosition(Point(MyInitLocationX, InitLocationY));
    mSpouse->setPosition(Point(SpouseInitLocationX, InitLocationY));
    mMe->setFaceLeft(true);
    mSpouse->setFaceLeft(false);
    
    mMe->getScaleX() > 0 ? mMe->setScaleX(ChatPersonScaleX) : mMe->setScaleX(-ChatPersonScaleX);
    mMe->setScaleY(ChatPersonScaleY);
    mSpouse->getScaleX() > 0 ? mSpouse->setScaleX(ChatPersonScaleX) : mSpouse->setScaleX(-ChatPersonScaleX);
    mSpouse->setScaleY(ChatPersonScaleY);
    
    mMe->play(Person::Action::STAND);
    mSpouse->play(Person::Action::STAND);
    
    return true;
}
Beispiel #6
0
int main(int argc, char* args[])
{
	int mainsurfX = 90;
	int mainsurfY = 75;

	GameData data;
	initGameData(data, mainsurfX, mainsurfY);
	data.RPG = initLevelData( "rpg", mainsurfX, mainsurfY);
	SetConsWinSize(mainsurfX*9, mainsurfY*10);
	
	new_GFSurface* surf = initBackground(mainsurfX, mainsurfY, CC_Cyan);
	
	pushGameSuface(data, *surf);

	Tasker tasker = processPrepair();
	
	processPush(tasker, activeRPG, "RPG");
	processPush(tasker, activeGraphic, "graph");
	while (true)
	{

		processIterator(data, tasker);
	}
	return 0;
}
// on "init" you need to initialize your instance
bool MainScene::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }

    initBackground();

    curEquipment = NULL;
	Size winSize = Director::getInstance()->getWinSize();
	Vec2 origin = Director::getInstance()->getVisibleOrigin();

	TableView* tableView = TableView::create(this, Size(winSize.width, 200));
	tableView->setDirection(ScrollView::Direction::HORIZONTAL);
	tableView->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
	tableView->setPosition(Point(winSize.width*0.2 + origin.x, winSize.height/2 + origin.y - 50));
	tableView->setDelegate(this);
	this->addChild(tableView);
	tableView->reloadData();

	auto listener = EventListenerKeyboard::create();
	listener->onKeyReleased = CC_CALLBACK_2(MainScene::onKeyReleased,this);
	Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener,this);

    return true;
}
Beispiel #8
0
int dispThread(SceSize args, void *argp)
{
  sceIoChdir(cwd);
  initBackground();
  
  while (exit_state != EXCEPTION)
  {
    if (exit_state)
    {
      setFadeMode(&main_fade,FADE_IN,0);
      if (getFadeState(&main_fade) == FADE_DONE) break;
    }
 
    if (checkGameState(GSQUARE))
    {
      g2dClear(BLACK);
      dispgSquare();
    }
    if (checkGameState(BANNER))
    {
      g2dClear(BLACK);
      dispBanner();
    }
    if (checkGameState(MENU))
    {
      drawMovingBackground();
      dispMenu();
    }
    if (checkGameState(INGAME))
    {
      drawMovingBackground();
      camera();
      drawLevel();
      drawUI();
    }
    if (checkGameState(LEVEL_TITLE))
    {
      g2dClear(WHITE);
      intraFontSetStyle(seriffont,1.f,BLACK,0,0,INTRAFONT_ALIGN_CENTER);
      intraFontPrint(seriffont,G2D_SCR_W/2,G2D_SCR_H/2,lvl.title);
    }
    if (checkGameState(END))
    {
      g2dClear(WHITE);
      g2dBeginRects(img.end);
      {
        g2dAdd();
      }
      g2dEnd();
    }
    
    drawFade(&main_fade);
    g2dFlip(G2D_VSYNC);
  }
  
  if (exit_state == EXCEPTION) dispException();
  
  return 0;
}
MainWindow::MainWindow(QWidget *parent)
: QMainWindow(parent)
, m_defaultMasterDelay(5)
, m_defaultLoginDelay(15)
, m_defaultLength(8)
, m_removeText(tr("&Remove URL && User"))
, m_saveText(tr("&Save URL && User"))
, m_saveToolTip(tr("Save current URL & User. Passwords are not saved."))
, m_removeToolTip(tr("Don't remember current URL & User anymore."))
, m_masterPasswordText(tr("<b>Master password:</b>"))
, m_masterDelay(m_defaultMasterDelay)
, m_loginDelay(m_defaultLoginDelay)
, m_autoCopy(false)
, m_autoClear(false)
, m_alwaysOnTop(true)
, m_masterEdit(new QLineEdit(this))
, m_masterLabel(new QLabel(this))
, m_userEdit(new QLineEdit(this))
, m_passwdEdit(new QLineEdit(this))
, m_urlCombo(new QComboBox(this))
, m_genButton(new QPushButton(tr("&Show password!"), this))
, m_saveButton(new QPushButton(m_saveText, this))
, m_lengthSpinBox(new QSpinBox(this))
, m_masterTimer(new QTimer)
, m_timeLine(new QTimeLine)
, m_settingsDlg(new SettingsDlg(this))
{
    setWindowTitle("Fleeting Password Manager");
    setWindowIcon(QIcon(":/fleetingpm.png"));

    initWidgets();
    initMenu();
    initBackground();
    loadSettings();

    // Apply window flags
    if (m_alwaysOnTop)
    {
        setWindowFlags(windowFlags() | Qt::WindowStaysOnTopHint);
    }

    // Initialize the timer used when fading out the login details.
    m_timeLine->setDuration(m_loginDelay * 1000);
    connect(m_timeLine, SIGNAL(frameChanged(int)), this, SLOT(decreasePasswordAlpha(int)));
    connect(m_timeLine, SIGNAL(finished()), this, SLOT(invalidateAll()));
    m_timeLine->setFrameRange(0, 255);

    // Initialize the timer used when showing the
    // master password.
    m_masterTimer->setInterval(m_masterDelay * 60 * 1000);
    m_masterTimer->setSingleShot(true);
    connect(m_masterTimer, SIGNAL(timeout()),
        m_masterEdit, SLOT(clear()));
    connect(m_masterEdit, SIGNAL(textChanged(QString)),
        m_masterTimer, SLOT(start()));

    // Load previous location or center the window.
    centerOrRestoreLocation();
}
Beispiel #10
0
void AssassinWar::gameRun()
{
    setWindowState(Qt::WindowFullScreen);

    initBackground(MapManager::instance().getMapBackground(m_pGameScreen->getMapName()));

    m_bIsAWRun = true;
}
Beispiel #11
0
bool BackgroundLayer::init(void) {
	if (!Layer::init()) {
		return false;
	}

	initBackground();
	return true;
}
Beispiel #12
0
void Tutorial::reset()
{
	goToMenu = false;
	fadeIndexA = 1;
	fadeIndexB = 2;
	initBackground();
	background[1].setFillColor(sf::Color(255, 255, 255, 255)); // set second screen opaqe
}
Beispiel #13
0
void SmoothMeter::draw()
{
    int value = (int)lrint(_smoothValue);
    float angle = angleForValue(_smoothValue, _max) * 180 / M_PI;

    if (0 == _backgroundTexture)
    {
        glGenTextures(1, &_backgroundTexture);
        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _backgroundTexture);
        initBackground(_w, _h, _max);
    }

    if (0 == _needleTexture)
    {
        glGenTextures(1, &_needleTexture);
        glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _needleTexture);
        initNeedle(_w, _h, _max);
    }

    if (0 == _legendTexture)
    {
        _legendTexture = CreateTextureWithLabel(_legend, 36, false, LEGEND_WIDTH, LEGEND_HEIGHT);
    }

    glEnable(GL_TEXTURE_RECTANGLE_ARB);
    glMatrixMode(GL_TEXTURE);
    glPushMatrix();
    glLoadIdentity();
    glScalef(_w, _h, 1);
    glMatrixMode(GL_MODELVIEW);

    glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _backgroundTexture);
    DrawQuad(_w* -0.5, _h* -0.5, _w, _h);

    glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _needleTexture);
    glPushMatrix();
    glRotatef(angle, 0, 0, 1);
    DrawQuad(_w* -0.5, _h* -0.5, _w, _h);
    glPopMatrix();

    glMatrixMode(GL_TEXTURE);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
    glDisable(GL_TEXTURE_RECTANGLE_ARB);

    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, _legendTexture);
    DrawQuadInverted(-0.5 * LEGEND_WIDTH, -220, LEGEND_WIDTH, LEGEND_HEIGHT);

    // FIXME purge unused values, or don't use the global cache
    glBindTexture(GL_TEXTURE_2D, value_texture_for(value));
    DrawQuadInverted(-0.5 * VALUE_WIDTH, -110, VALUE_WIDTH, VALUE_HEIGHT);

    glBindTexture(GL_TEXTURE_2D, 0);
    glDisable(GL_TEXTURE_2D);
}
Beispiel #14
0
void AssassinWar::showMainWin()
{
    resize(MAIN_WIN_WIDTH, MAIN_WIN_WIDTH / 2);

    initBackground(BACKGROUND_IMG);

    move((m_iScreenWidth - MAIN_WIN_WIDTH) / 2, (m_iScreenHeight - (MAIN_WIN_WIDTH / 2)) / 2);

    setMouseTracking(true);
}
//初期化
bool GameLayer::init()
{
    if (!Layer::init())
        return false;
    
    initBackground(); //背景の初期化
    initBalls(); //ボールの初期表示
    
    return true;
}
Beispiel #16
0
bool GamePlayScene::init() {
    if (!Layer::init()) {
        return false;
    }
    initBackground();
    initGameBoard();
    initNavigator();
    initTouchListener();
    return true;
}
Beispiel #17
0
bool MainGameLayer::init()
{
	isLeftTouched = false;
	isSwipeStart = false;
	iSwipeStartY = 0;
	iSwipeEndY = 0;

	// Touch
	Director* director = Director::getInstance();
    director->getTouchDispatcher()->addTargetedDelegate(this, 0, true);

	// box2d physics
	Box2dDirectorLayer* box2dDL = Box2dDirectorLayer::create();
	addChild(box2dDL, 1, kTagLayerBox2dD);

	// background
	initBackground();

	// HUD
	initHUD();

	// Particles
	_bladeSparkle = ParticleSystemQuad::create("Particles/blade_sparkle.plist");
	_bladeSparkle->stopSystem();
	addChild(_bladeSparkle, 3);

	// Sounds
	SimpleAudioEngine::getInstance()->preloadEffect("Sounds/swoosh.caf");
	SimpleAudioEngine::getInstance()->preloadEffect("Sounds/squash.caf");
	SimpleAudioEngine::getInstance()->preloadEffect("Sounds/toss_consecutive.caf");
	SimpleAudioEngine::getInstance()->preloadEffect("Sounds/toss_simultaneous.caf");
	SimpleAudioEngine::getInstance()->preloadEffect("Sounds/toss_bomb.caf");
	SimpleAudioEngine::getInstance()->preloadEffect("Sounds/lose_life.caf");
	SimpleAudioEngine::getInstance()->playBackgroundMusic("Sounds/nature_bgm.aifc");
	_timeCurrent = 0;

	//// TMX
	/*TileMapLayer* tilemapL = TileMapLayer::create();
	addChild(tilemapL, 1, kTagTileMap);
	tilemapL->createWithTMX("grassMap.tmx");	*/

	//addMissionaries();

	// polygon sprite
	/*PolygonSprite *sprite = (new Watermelon())->initWithWorld(box2dDL->world);
	addChild(sprite, 1);
	sprite->activateCollisions();*/

	// Raycast
	//_raycastCallback = new RaycastCallback();

	return true;
}
Beispiel #18
0
void handle_events(object_list * L){
  SDL_Event event;
  SDL_Surface *superman = NULL;
  SDL_Rect supermanCoord, backgroundCoord, pipeCoord;
  SDL_Surface *background = NULL;
  int continuer = 1;
  int collisionSupermanEdge = 0;
  int collisionSupermanPipe = 0;
  int collision = 0;
  background = SDL_LoadBMP("background.bmp");
  backgroundCoord = initBackground(backgroundCoord);

  superman = SDL_LoadBMP("superman.bmp");
  SDL_SetColorKey(superman, SDL_SRCCOLORKEY, SDL_MapRGB(superman->format,0 ,255 ,0));
  supermanCoord = initSuperman(supermanCoord);
  
  while(continuer){
    SDL_PollEvent(&event);
      switch(event.type){
      case SDL_QUIT: 
	continuer = 0; 
	break;
	
      case SDL_KEYDOWN:
	switch(event.key.keysym.sym){
	case SDLK_SPACE: 
	  supermanCoord.y -= 3;
	  break;
	default: break;
	}
      } 
    supermanCoord.y += 1;
    
    collisionSupermanPipe = printAllPipe(L, supermanCoord);  //superman tape un tuyau
    collisionSupermanEdge = !checkCollide(supermanCoord, backgroundCoord); //superman sort de l'écran
    collision = collisionSupermanPipe || collisionSupermanEdge; //OU logique entre les 2 collisions possibles
    
    if(collision == 0){ //pas de collision
      moveAllPipe(L);
      SDL_BlitSurface(background, NULL, screen, &backgroundCoord);
      SDL_BlitSurface(superman, NULL, screen, &supermanCoord);
      printAllPipe(L, supermanCoord);    
    }    
    else{
      freeList(L);
      init();
    }
    SDL_Flip(screen);
  }

  SDL_FreeSurface(background);
  SDL_FreeSurface(superman);
}
Beispiel #19
0
void initTitle(void)
{
	startSectionTransition();
	
	stopMusic();
	
	app.delegate.logic = &logic;
	app.delegate.draw = &draw;
	memset(&app.keyboard, 0, sizeof(int) * MAX_KEYBOARD_KEYS);
	
	battle.camera.x =  battle.camera.y = 0;
	
	destroyBattle();
	
	logo = getTexture("gfx/title/logo.png");
	
	pandoranWar = getTexture("gfx/title/pandoran.png");
	
	background = getTexture("gfx/backgrounds/background02.jpg");
	
	earthTexture = getTexture("gfx/planets/earth.png");
	
	earth.x = rand() % SCREEN_WIDTH;
	earth.y = -(128 + (rand() % 128));
	
	initBackground();
	
	initEffects();
	
	initFighters();
	
	updateAllMissions();
	
	getWidget("campaign", "title")->action = campaign;
	getWidget("challenges", "title")->action = challenges;
	getWidget("trophies", "title")->action = trophies;
	getWidget("stats", "title")->action = stats;
	getWidget("fighterDB", "title")->action = fighterDatabase;
	getWidget("options", "title")->action = options;
	getWidget("credits", "title")->action = credits;
	getWidget("quit", "title")->action = quit;
	
	getWidget("ok", "stats")->action = ok;
	getWidget("ok", "trophies")->action = ok;
	getWidget("ok", "fighterDB")->action = ok;
	
	show = SHOW_TITLE;
	
	endSectionTransition();
	
	playMusic("music/main/Rise of spirit.ogg", 0);
}
Beispiel #20
0
bool LevelSelection::init()
{
    if (!CCLayer::init())
    {
        return false;
    }

    initMembers();
    initBackground();
    initMenu();

    return true;
}
Beispiel #21
0
void GameOver::onEnter()
{
    Layer::onEnter();
    
    
    //背景を表示
    initBackground();
    
    initMenu();
    
    initShowScore();
    
}
Beispiel #22
0
void initTitle() {
  int stg;
  status = TITLE;

  stg = initTitleAtr();
  initBoss();
  initShip();
  initLasers();
  initFrags();
  initShots();
  initBackground(0);
  initTitleStage(stg);
  left = -1;
}
Beispiel #23
0
void initTitle() {
  int stg;
  status = TITLE;

  stg = initTitleAtr();
  initShip();
  initShots();
  initFrags();
  initBonuses();
  initBackground();
  setStageBackground(1);

  initTitleStage(stg);
}
Beispiel #24
0
bool MarketScene::init()
{
	bool bRet = false;
	do 
	{
		CC_BREAK_IF(!CCScene::init());
		initBackground();
		initLabelAtlas();
		initButton();
		scheduleUpdate();
		bRet = true;
	} while (0);

	return bRet;
}
Beispiel #25
0
/* on "init" you need to initialize your instance */
bool GameMenuScene::init()
{
    //////////////////////////////
    // 1. super init first
    if (!Layer::init()) {
            return false;
    }
    
    initEnvironment();
    initBackground();
    initMainMenu();
    initAircraft();
    
    return true;
}
Beispiel #26
0
bool GameLayer::init()
{
	//NULLIFY!
	ground = NULL;
	m_world = NULL;
	cannon = NULL;
	background = NULL;
	backgroundLight = NULL;
	
	//SET WIN SIZE
	winSize = Director::getInstance()->getVisibleSize();

	worldStartX = 0;
	worldEndX = 5*winSize.width/3;
	worldHeight = worldEndX;
	perspectiveX = (3*winSize.width)/4;

	trajectoryFrames = 0;

	if ( !Layer::init() ) return false;

	directionPoint.Set( 100, 100 );
	globalScale = 0.5;

	//INIT BACKGROUND
	initBackground();

	//INIT BOX2D
	initBox2D();

	//CREATE GROUND
	initGround();
	
	//GENERATE CLOUDS
	generateClouds();
	
	//CREATE CANNON
	initCannon();
	
	//GENERATE ENEMIES
	generateEnemies();

	this->setTouchEnabled(true);
	
	this->schedule( schedule_selector(GameLayer::tick) );
	
	return true;
}
Beispiel #27
0
DockAppItem::DockAppItem(QWidget *parent) :
    DockItem(parent)
{
    m_appManager = new DBusDockedAppManager(this);
    m_dockModeData = DockModeData::instance();
    connect(m_dockModeData, &DockModeData::dockModeChanged,this, &DockAppItem::onDockModeChanged);

    setFixedSize(m_dockModeData->getNormalItemWidth(), m_dockModeData->getItemHeight());

    initAppIcon();
    initBackground();
    initTitle();
    m_appIcon->raise();
    initClientManager();
    initPreviewContainer();
}
BackgroundSpawnScheduler::BackgroundSpawnScheduler(FightLayer* field) {
	this->field = field;
	cave = (BackgroundSpawnSchedulerTimer*)malloc(sizeof(BackgroundSpawnSchedulerTimer) * 9);
	cave[0] = BackgroundSpawnSchedulerTimer(EnumBackground::CAVE_1_0, field, this, 5, EnumBackground::ArrangePosition::FIXED);
	cave[1] = BackgroundSpawnSchedulerTimer(EnumBackground::CAVE_1_1, field, this, 3, EnumBackground::ArrangePosition::RANDOM);
	cave[2] = BackgroundSpawnSchedulerTimer(EnumBackground::CAVE_1_2, field, this, 3, EnumBackground::ArrangePosition::RANDOM);
	cave[3] = BackgroundSpawnSchedulerTimer(EnumBackground::CAVE_1_3, field, this, 3, EnumBackground::ArrangePosition::RANDOM);
	cave[4] = BackgroundSpawnSchedulerTimer(EnumBackground::CAVE_2_0, field, this, 5, EnumBackground::ArrangePosition::FIXED);
	cave[5] = BackgroundSpawnSchedulerTimer(EnumBackground::CAVE_2_1, field, this, 3, EnumBackground::ArrangePosition::RANDOM);
	cave[6] = BackgroundSpawnSchedulerTimer(EnumBackground::CAVE_2_2, field, this, 3, EnumBackground::ArrangePosition::RANDOM);
	cave[7] = BackgroundSpawnSchedulerTimer(EnumBackground::CAVE_2_3, field, this, 3, EnumBackground::ArrangePosition::RANDOM);
	cave[8] = BackgroundSpawnSchedulerTimer(EnumBackground::CAVE_2_4, field, this, 5, EnumBackground::ArrangePosition::RANDOM);
	pole = BackgroundSpawnSchedulerTimer(EnumBackground::POLE, field, this, 2, EnumBackground::ArrangePosition::FIXED);
	tile = BackgroundSpawnSchedulerTimer(EnumBackground::TILE, field, this, 0.5f, EnumBackground::ArrangePosition::FIXED);
	tile.setTimer(1.5);
	backgroundSpeed = new float(-100);
	initBackground();
}
//初期化
bool GameLayer::init()
{
    if (!Layer::init())
        return false;

    // シングルタップイベントの取得
    auto touchListener = EventListenerTouchOneByOne::create();
    touchListener->setSwallowTouches(_swallowsTouches);
    touchListener->onTouchBegan = CC_CALLBACK_2(GameLayer::onTouchBegan, this);
    touchListener->onTouchMoved = CC_CALLBACK_2(GameLayer::onTouchMoved, this);
    touchListener->onTouchEnded = CC_CALLBACK_2(GameLayer::onTouchEnded, this);
    touchListener->onTouchCancelled = CC_CALLBACK_2(GameLayer::onTouchCancelled, this);
    _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);

    initBackground(); //背景の初期化
    initBalls(); //ボールの初期表示

    return true;
}
void PointCloudViewer::init()
{
    glEnable(GL_POINT_SMOOTH);
    glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
    glEnable(GL_BLEND);
    glPointSize(3);
    glLineWidth(10);
    setMouseTracking(true);


    texid = bindTexture(QImage(rgbImg->ptr(), rgbImg->cols, rgbImg->rows, QImage::Format_RGB888), GL_TEXTURE_2D, GL_RGB, QGLContext::LinearFilteringBindOption);
    initBackground();
    initLights();
    initBuffers();

    restoreStateFromFile();
    setAnimationPeriod(10);
    startAnimation();
}