bool NewGameScene_japan::onTouchBegan(Touch *touch, Event *unsured_event){ auto my_player = (Player *) this->getChildByTag(0); if (touch->getLocation().x >= bg_origin.x + borderWidth&&touch->getLocation().x <= bg_origin.x + bg_size.width - borderWidth) { if (!my_player->isInAir && my_player->isLeft == false){ my_player->isInAir = true; my_player->isMovingLeft = true; //my_player-> runAction(MoveTo::create(0.5, Point(x_left, size.height * 0.16f))); my_player->m_dir = DIR_LEFT; my_player->isLeft = true; my_player->logic(); } else if (!my_player->isInAir && my_player->isLeft == true){ //my_player-> runAction(MoveTo::create(0.5, Point(x_right, size.height * 0.16f))); my_player->isInAir = true; my_player->isMovingLeft = false; my_player->m_dir = DIR_RIGHT; my_player->isLeft = false; my_player->logic(); } } return true; }
int onDraw(int width, int height) { logic(width,height); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); lxCVector4 lightpos(0,0,0,1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_POSITION, lightpos); m_rh.updateProjection(width,height); m_rh.setCameraGL(); lxgContext_clearVertexState(&m_ctx); glBindTexture(GL_TEXTURE_2D,m_texture); glEnable(GL_TEXTURE_2D); lxgContext_checkedVertexDecl(&m_ctx, &m_vdecl); lxgContext_setVertexStream(&m_ctx, 0, &m_stream); lxgContext_checkedVertexFIXED(&m_ctx); lxgContext_checkedVertexAttribFIXED(&m_ctx, m_vattribs); lxgBuffer_bind(&m_ibo, LUXGL_BUFFER_INDEX); glDrawElements(GL_TRIANGLES, m_box.numIndicesTris(), GL_UNSIGNED_INT, NULL); glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,0); return 0; }
void process(Entity& e) { for(auto type : componentTypes) { if(!e.HasComponent(type)) return; } logic(e); }
QVariant AdapterWords::getNameLang(const spNode& word) { auto l = base_->getParent(word->getID(), idtnLL_); if(!l) l = base_->getParent(word->getID(), idtnLK_); logic(l); return base_->getParameterNodeRef(l->getID(), idtlRef_, keyNameLang_); }
int main(int argc, char *argv[]) { QGuiApplication app(argc, argv); QtQuick2ApplicationViewer viewer; //Logic logic(":/aggettivi.txt", viewer.rootContext()); Logic logic(":/indeterminativo", viewer.rootContext()); ExerciseVocabularyAnswer vocabulary(":/parole.txt"); TwoSetExercise set; set.load("/tmp/sets.xml"); set.print(); viewer.rootContext()->setContextProperty("logic", &logic); viewer.rootContext()->setContextProperty("vocabulary", &vocabulary); viewer.rootContext()->setContextProperty("setexercise", &set); //viewer.addImportPath("qml/educazionik-framework/"); viewer.setMainQmlFile(QStringLiteral("qml/educazionik-framework/main.qml")); viewer.showExpanded(); return app.exec(); }
void Tutorial0_0::process_events( float dt ) { logic( dt ); collision( ); maintenence( dt ); }
void Gource::update(float t, float dt) { dt = std::min(dt, max_tick_rate); //if exporting a video use a fixed tick rate rather than time based if(frameExporter != 0) { dt = max_tick_rate; } dt *= time_scale; //have to manage runtime internally as we're messing with dt runtime += dt; logic_time = SDL_GetTicks(); logic(runtime, dt); logic_time = SDL_GetTicks() - logic_time; draw_time = SDL_GetTicks(); draw(runtime, dt); //extract frames based on frameskip setting if frameExporter defined if(frameExporter != 0) { if(framecount % (frameskip+1) == 0) { frameExporter->dump(); } } framecount++; }
void MainEngine::eventAddLL(const QVariant& name) { logic(isInitialized_); fAc_->addLL(account(), name.toString()); hideLangs(); setCurLL(name); }
void Game::run() { while (window.processEvents()) { float time = window.getTimeSinceLastUpdate() * animSpeed / 1000; logic(time); player->setParentToLocalR(matrix4f::buildScaling(0.0001f).rotated(vector3f(1, 0, 0), -M_PI / 2).rotated(vector3f(0, 1, 0), dir).translated(pos)); scene->update(time); if (lastAnimation->weight == 0) { setAnimation(-1u); scene->update(1e-7f); } FrameDescription * frame = scene->getFrame(*camera); //NEWLOG("camera1: %u camera2: %u", camera, camera2); //frame->dump(); std::vector<MemorySettingOrder> orders; ResourceManager::getInstance().getMemoryOrders(frame, orders); Renderer::getInstance().executeMemoryOrders(orders); Renderer::getInstance().drawFrameToSurface(frame, camera, &window); delete frame; window.update(); } window.close(); }
void MainEngine::eventCreateDct(const QVariant& name) { logic(isInitialized_); if(name.toString().isEmpty()) return; auto n = fLL_->createDct(curLL(), fAc_->getLK(account()), name); if(!n) view_->messageDctAlreadyExist(); }
void Level1_11_1::process_events( float dt ) { logic( dt ); collision( ); maintenence( dt ); }
void Logstalgia::update(float t, float dt) { //if exporting a video use a fixed tick rate rather than time based if(frameExporter != 0) { dt = fixed_tick_rate; } dt *= time_scale; //have to manage runtime internally as we're messing with dt runtime += dt; logic(runtime, dt); draw(runtime, dt); //extract frames based on frameskip setting //if frameExporter defined if(frameExporter != 0) { if(framecount % (frameskip+1) == 0) { frameExporter->dump(); } } framecount++; }
// Function for the single player game void Play_SinglePlayer() { clrscr(); cout<<setw(50)<<"PiCo FeRmI BaGeL"<<endl<<endl; cout<<"Enter your name"<<endl; gets(players[playerno].Name); players[playerno].Admno = playerno + 1; cout<<"Press any key."<<endl; getch(); clrscr(); cout<<setw(50)<<"PiCo FeRmI BaGeL"<<endl<<endl; cout<<players[playerno].Name<<setw(20)<<"Player number "<<(playerno + 1)<<endl<<endl; gotoxy (60,3); cout<<"Score : 30"; players[playerno].Score = logic(); playerno += 1; char again,mm; cout<<"Do you want to play again? (Y/N)"<<endl; cin>>again; if ( again == 'Y' || again == 'y') Play(); else if ( again == 'N' || again == 'n') { cout<<endl<<endl<<"Want to go to the main menu? (Y/N)"; cin>>mm; if (mm == 'y' || mm == 'Y') MainMenu(); else exit(0); }
int main(int argc, char *argv[]) { bool fullscreen = false; if (argc == 2) { if (strcmp(argv[1], "-full") == 0) { fullscreen = true; } } initWindow(1024, 768, fullscreen, "Space!!! :D"); load(); while (!keyInput.ESC) { clear(); int i, r, g, b; for (i = 0; i < maxStars; i++) { r = randomNum(0, 255); g = randomNum(0, 255); b = randomNum(0, 255); setColour(r, g, b, 255); pixel(stars[i].x, stars[i].y); } update(); logic(); capFrameRate(60); } return 0; }
void step () { for (Links::iterator iter (links().begin()); iter != links().end();) { Links::iterator cur (iter++); //Link& link (*cur); cur->step (); #if 0 if (iter->closed ()) { // Post notification? iter->local_node().logic().on_closed ( iter->remote_endpoint()); iter = links().erase (iter); } else #endif } logic().makeOutgoingConnections (); logic().sendEndpoints (); if (m_network.now() >= m_when_expire) { logic().expire(); m_when_expire = m_network.now() + std::chrono::seconds (1); } m_livecache_history.emplace_back ( logic().state().livecache.histogram()); logic().periodicActivity(); } //---------------------------------------------------------------------- // // Callback // //---------------------------------------------------------------------- void sendEndpoints (IP::Endpoint const& remote_endpoint, Endpoints const& endpoints) { m_network.post (std::bind (&Node::doSendEndpoints, this, remote_endpoint, endpoints)); }
void MainEngine::hideLangs() { logic(isInitialized_); QList<QVariant> list; list = fAc_->getListNamesLL(account()); list.append(fAc_->getNameLK(account())); adapterLanguages_->hideRows(std::move(list)); }
static void event_handler(const ALLEGRO_EVENT * event) { int i; switch (event->type) { /* Was the X button on the window pressed? */ case ALLEGRO_EVENT_DISPLAY_CLOSE: exiting = true; break; /* Was a key pressed? */ case ALLEGRO_EVENT_KEY_CHAR: if (event->keyboard.keycode == ALLEGRO_KEY_LEFT) { double pos = al_get_audio_stream_position_secs(music_stream); pos -= 5.0; if (pos < 0.0) pos = 0.0; al_seek_audio_stream_secs(music_stream, pos); } else if (event->keyboard.keycode == ALLEGRO_KEY_RIGHT) { double pos = al_get_audio_stream_position_secs(music_stream); pos += 5.0; if (!al_seek_audio_stream_secs(music_stream, pos)) printf("seek error!\n"); } else if (event->keyboard.keycode == ALLEGRO_KEY_SPACE) { bool playing; playing = al_get_mixer_playing(al_get_default_mixer()); playing = !playing; al_set_mixer_playing(al_get_default_mixer(), playing); } else if (event->keyboard.keycode == ALLEGRO_KEY_ESCAPE) { exiting = true; } break; case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN: mouse_button[event->mouse.button] = 1; maybe_fiddle_sliders(event->mouse.x, event->mouse.y); break; case ALLEGRO_EVENT_MOUSE_AXES: maybe_fiddle_sliders(event->mouse.x, event->mouse.y); break; case ALLEGRO_EVENT_MOUSE_BUTTON_UP: mouse_button[event->mouse.button] = 0; break; case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY: for (i = 0; i < 16; i++) mouse_button[i] = 0; break; /* Is it time for the next timer tick? */ case ALLEGRO_EVENT_TIMER: logic(); render(); break; } }
void ThrowTest::load() { try { for (int i = 0; i < m_loopCount; ++i) logic(i); } catch (std::runtime_error& er) {} catch (...) {} }
int main() { logic(0, 0, 1); logic(0, 1, 0); logic(1, 0, 0); logic(0, 0, 0); logic(0, 1, 1); logic(1, 0, 1); logic(1, 1, 0); logic(1, 1, 1); return 0; }
void callLogic(float *dt){ static float accum = 0.0f; while (gameRunning) { accum += *dt; if (accum >= (1000.0f/20.0f)) { accum = 0; logic(); } } logicIsDone = true; }
void doConnectPeers (IPAddresses const& addresses) { for (IPAddresses::const_iterator iter (addresses.begin()); iter != addresses.end(); ++iter) { IP::Endpoint const& remote_endpoint (*iter); Node* const remote_node (m_network.find (remote_endpoint)); // Acquire slot Slot::ptr const local_slot ( m_logic->new_outbound_slot (remote_endpoint)); if (! local_slot) continue; // See if the address is connectible if (remote_node == nullptr || ! remote_node->canAccept()) { // Firewalled or no one listening // Post notification m_network.post (std::bind (&Logic::on_closed, &logic(), local_slot)); continue; } IP::Endpoint const local_endpoint ( listening_endpoint().at_port (m_next_port++)); // Acquire slot Slot::ptr const remote_slot ( remote_node->logic().new_inbound_slot ( remote_endpoint, local_endpoint)); if (! remote_slot) continue; // Connection established, create links m_links.emplace_back (*this, local_slot, local_endpoint, *remote_node, remote_endpoint, false); remote_node->m_links.emplace_back (*remote_node, remote_slot, remote_endpoint, *this, local_endpoint, true); // Post notifications m_network.post (std::bind (&Logic::on_connected, &logic(), local_endpoint, remote_endpoint)); m_network.post (std::bind (&Node::doCheckAccept, remote_node, std::ref (*this), local_endpoint)); } }
void Gource::update(float t, float dt) { logic_time = SDL_GetTicks(); logic(t, dt); logic_time = SDL_GetTicks() - logic_time; draw_time = SDL_GetTicks(); draw(t, dt); }
void MainEngine::setAccount(const spNode& node) { logic(isInitialized_); argument(node); adapterLL_->setNode(node); curAccount_ = node; view_->setNameUser(fAc_->getNameUser(account())); view_->setNameLK(fAc_->getNameLK(account())); hideLangs(); setCurLL(fAc_->getNameCurLL(account())); }
void STG::mainLoop() { bool end_key_up_keyboard=false; bool end_key_up_joystick=false; painter->resetFpsCount(); for (;;) { //__android_log_print(ANDROID_LOG_DEBUG, APPNAME, "1111111111111111"); if(receiver->IsKeyDownn(SDLK_ESCAPE)) { break; } if(iteration_2 % 2 == 0 || true) { logic(); render(); }else { painter->frameCap(); } if(iteration_2%60==0) painter->resetFpsCount(); iteration_2++; if(player->getHP()==0 || enemy->getHP()==0) { if(receiver->isOuyaPressed('o')) break; if(receiver->isOuyaPressed('u')) break; if(receiver->isOuyaPressed('y')) break; if(receiver->isOuyaPressed('a')) break; if(receiver->IsKeyPressed(SDLK_RETURN)) break; if(receiver->IsKeyPressed(SDLK_z) && end_key_up_keyboard) break; if(receiver->IsJoyPressed(0,0) && end_key_up_joystick) break; if(!receiver->IsKeyPressed(SDLK_z)) end_key_up_keyboard=true; if(!receiver->IsJoyPressed(0,0)) end_key_up_joystick=true; } receiver->updateInputs(); } }
void MainWidget::paintEvent(QPaintEvent* evt) { tick(); logic(deltaTime); render(); renderLabels(); HWND hwnd = (HWND)winId(); HDC hdc = GetDC(hwnd); SwapBuffers(hdc); ReleaseDC(hwnd, hdc); }
void Level1_10::process_events( float dt ) { logic( dt ); collision( ); maintenence( dt ); if( player->pos.y + player->h / 2 > levelHeight ) { levelSwitch = true; levelSwitchTo = 9; levelSwentrance = 3; } }
void nnb::GameState::update() { SDL_Event e; while(SDL_PollEvent(&e)) { event(e); } Uint32 currFrame = SDL_GetTicks(); float delta = (currFrame - lastFrame) / 1000.0; lastFrame = currFrame; logic(delta); render(); }
void Level1_01::process_events( float dt ) { int t = heartBeat.get_ticks( ); if( zombieTime < t ) { zombieTime = t + MIN_ZOMBIE_DELAY + ( rand( ) % ( MAX_ZOMBIE_DELAY - MIN_ZOMBIE_DELAY ) ); int x = rand( ) % 300; enemies.push_back( new Zombie( 350 + x, Vector2D( 590.f + x, 328.f ), -1 ) ); } logic( dt ); collision( ); maintenence( dt ); }
void doCheckAccept (Node& remote_node, IP::Endpoint const& remote_endpoint) { // Find our link to the remote node Links::iterator iter (std::find_if (m_links.begin (), m_links.end(), is_remote_endpoint (remote_endpoint))); // See if the logic closed the connection if (iter == m_links.end()) return; // Post notifications m_network.post (std::bind (&Logic::on_handshake, &remote_node.logic(), iter->local_endpoint(), node_id(), false)); m_network.post (std::bind (&Logic::on_handshake, &logic(), remote_endpoint, remote_node.node_id(), false)); }
void level1(double *hold) { char op[2]; double h; level1_5( hold); while (op[0] = *token, op[1] = (*(token+1)) ? *(token + 1) : 0, *op == '<' || *op == '>' || *op == '=' || *op == '#' || *op == '!') { get_token(); level1_5( &h); logic(op, hold, &h); } }