void SceneSaveLoad::play(GameObject * _game_obj) { game_obj = _game_obj; button_press = menu->verificaEventos(EGL_CLIQUE_ESQ); switch(button_press){ case 0: saveSlot(1); break; case 1: loadSlot(1); break; } button_press = panel->verificaEventos(EGL_CLIQUE_ESQ); switch(button_press){ case SceneActual::WORKSHOP: nextScene(SceneActual::WORKSHOP); break; } if(key[SDLK_ESCAPE]){ game_obj->exit = true; } }
void Sensor::update() { if (Serial1.available() > 0) { input = Serial1.read(); if( input == 0 || input == 1 ) { if (forward = (input == 0)) { calcTiming(); nextFrame(); frameCounter++; } else { frameCounter--; } } else if ( input == 2) { if (forward) nextSceneCounter++; if (nextSceneCounter >= nextSceneThreshold) { nextScene(); nextSceneCounter = 0; } } else if ( input == 3 ) { if (forward) endCounter++; else startCounter++; if (endCounter >= endThreshold) { endFilm(); endCounter = startCounter = 0; } else if (startCounter >= startThreshold) { startFilm(); endCounter = startCounter = 0; } } } }
nsresult nsSceneTracker::SceneNumberBetweenScenes ( nsIDOMHTMLParagraphElement* aLeftScene, nsIDOMHTMLParagraphElement* aRightScene, PRUint32* ioNumberLength, PRUint32* outNumber, PRBool* outPropagateChanges) { NS_ENSURE_ARG_POINTER(ioNumberLength); NS_ENSURE_ARG_POINTER(outNumber); NS_ENSURE_ARG_POINTER(outPropagateChanges); NS_ENSURE_ARG_MIN(*ioNumberLength, 1); nsresult rv; nsAutoString leftNumberStr; PRUint32 leftNumber[DEFAULT_MAX_SCENE_DEPTH]; PRUint32 leftNumberLength = DEFAULT_MAX_SCENE_DEPTH; nsAutoString rightNumberStr; PRUint32 rightNumber[DEFAULT_MAX_SCENE_DEPTH]; PRUint32 rightNumberLength = DEFAULT_MAX_SCENE_DEPTH; NS_NAMED_LITERAL_STRING(kNumberAttr, "scenenumber"); if (aLeftScene) { rv = aLeftScene->GetAttribute(kNumberAttr, leftNumberStr); if (NS_FAILED(rv)) return rv; rv = ParseSceneNumber(leftNumberStr, &leftNumberLength, leftNumber); if (NS_FAILED(rv)) return rv; } // Skip unlocked scenes, since we are allowed to renumber them anyway nsCOMPtr<nsIDOMHTMLParagraphElement> nextScene(aRightScene); while (nextScene && ! SceneHasLockedNumber(nextScene)) { nsCOMPtr<nsIDOMHTMLParagraphElement> tmp(nextScene); rv = GetNextNumberedScene(tmp, getter_AddRefs(nextScene)); if (NS_FAILED(rv)) return rv; } if (nextScene) { rv = nextScene->GetAttribute(kNumberAttr, rightNumberStr); if (NS_FAILED(rv)) return rv; rv = ParseSceneNumber(rightNumberStr, &rightNumberLength, rightNumber); if (NS_FAILED(rv)) return rv; } rv = mNumberSvc->NumberBetweenNumbers( aLeftScene ? leftNumber : nsnull, leftNumberLength, nextScene ? rightNumber : nsnull, rightNumberLength, outNumber, ioNumberLength, outPropagateChanges); return rv; }
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Define the vector of Scenes we can walk through ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ void ControlPanel::setSceneWorld( std::vector<Scene*>* allScenes ){ world = allScenes; curSceneIndex = -1; // initialize to no scene index curScene = NULL; if ( world->size() > 0 ){ nextScene(); } }
void testApp::keyPressed(int key){ if(key==OF_KEY_LEFT) { prevScene(); } else if(key==OF_KEY_RIGHT) { nextScene(); } else if(key=='c') { cameraManager.next(); } else if(key=='w') { cameraManager.toggleWarperGui(); } }
void Liquidmanager::Update(float beat_help,struct winampVisModule *this_mod,float beat_scaler,bool Tex_on) { g_pFrameTime->update(); if(m_pCurrentScene != NULL) { if(m_pCurrentScene->isComplete()) { nextScene(); } if(m_pCurrentScene != NULL) m_pCurrentScene->Update(beat_help,this_mod,beat_scaler,Tex_on); } }
//-------------------------------------------------------------- void ofApp::keyPressed(int key){ switch (key) { case 'f': ofToggleFullscreen(); break; case 'c': doDrawSmallColour = !doDrawSmallColour; break; case OF_KEY_LEFT: if (mode == MULTIPLE_SCENES) prevScene(); break; case OF_KEY_RIGHT: if (mode == MULTIPLE_SCENES) nextScene(); break; default: break; } }
Common::Error MohawkEngine_CSTime::run() { MohawkEngine::run(); _console = new CSTimeConsole(this); _gfx = new CSTimeGraphics(this); _cursor = new DefaultCursorManager(this, ID_CURS); _interface = new CSTimeInterface(this); _view = new CSTimeView(this); _view->setupView(); _view->setModule(new CSTimeModule(this)); while (!shouldQuit()) { switch (_state) { case kCSTStateStartup: // We just jump straight to the case for now. _state = kCSTStateNewCase; break; case kCSTStateNewCase: initCase(); _state = kCSTStateNewScene; break; case kCSTStateNewScene: nextScene(); _state = kCSTStateNormal; break; case kCSTStateNormal: update(); break; } } return Common::kNoError; }
// ofBaseApp //-------------------------------------------------------------- // need to call ofxScene::RunnerScene::update() void ofxSceneManager::update() { _handleSceneChanges(); // update the current main scene if(!_scenes.empty() && _currentScene >= 0) { ofxScene* s = _currentScenePtr; // call setup if scene is not setup yet if(!s->isSetup()) { _currentRunnerScenePtr->setup(); } _currentRunnerScenePtr->update(); // if this scene says it's done, go to the next one if(s->isDone() && !_bSignalledAutoChange) { nextScene(); _bSignalledAutoChange = true; } } }
// ofBaseApp //-------------------------------------------------------------- // need to call ofxScene::RunnerScene::update() void ofxSceneManager::update() { _handleSceneChanges(); // update the current main scene if(!_scenes.empty() && _currentScene >= 0) { ofxScene* s = _currentScenePtr; // call setup if scene is not setup yet if(!s->isSetup()) { _currentRunnerScenePtr->setup(); } _currentRunnerScenePtr->update(); // if this scene says it's done, go to the next one if(s->isDone() && !_bSignalledAutoChange) { nextScene(); _bSignalledAutoChange = true; } } //--------------------- <CAMBIOS MASOTROS> ---------------------// // update the new scene, if there is one if(_bOverlapTransitions && !_scenes.empty() && _newScene != SCENE_NOCHANGE && _newScene >= 0){ ofxScene* next_s = getSceneAt(_newScene); if(!next_s->isSetup()) { _newRunnerScenePtr->setup(); } _newRunnerScenePtr->update(); } //--------------------- </CAMBIOS MASOTROS> ---------------------// }
void BaseScene::update(float dt){ if (dt <= 0) dt = Director::getInstance()->getAnimationInterval(); // 入洞检查 ballInRightHole(); // 键盘触发 if (SceneDesigner::balls){ for (int i = 0; i < SceneDesigner::balls->size(); i++) SceneDesigner::balls->at(i)->applyKeepForce(pressed); } // 控件更新 score -= dt * 10; scoreLabel->setString(MyTool::num2str(int(score))); // 电球的引力和斥力作用 electricBallAreaEffect(); // physics update #ifndef NOBOX2D world->Step(dt, 8, 3); #endif dealafterContact(); if (SceneDesigner::balls){ std::string s = ""; for (int i = 0; i < int(SceneDesigner::balls->size()); i++){ auto ball = SceneDesigner::balls->at(i); ball->updatePosWithBody(); ball->getBody()->SetAngularVelocity(ball->getVelocityValue() / RTM_RATIO / 2 /ball->radius); if (score < 700){ /*s+= "s : (" + MyTool::num2str(ball->getSprite()->getPosition().x); s += " ," + MyTool::num2str(ball->getSprite()->getPosition().y) + ") "; s += "b : (" + MyTool::num2str(ball->getBody()->GetPosition().x * 32); s += " ," + MyTool::num2str(ball->getBody()->GetPosition().y * 32) + ")";*/ s += "( e : " + MyTool::num2str(int(ball->enableBox2d)) + ", s : "; if(ball->getSprite()) s += "y , b : "; else s += "n , b : "; if (ball->getBody()) s += "y "; else s += "n "; s += " )"; } } if (score < 700) { auto debugger = ((LabelTTF*)getChildByName("debugger")); debugger->setString(s); } } if (lock == 0 && checkOver()){ // 检查是否还有球可进 int targetScore = 0; if (score > targetScore) nextScene(); else gameover(); } // 游戏结束 if (lock == 0 && score <= 0){ gameover(); } }
bool Landing::onTouchBegan(Touch *touch, Event *unused_event) { nextScene(); return true; }
//-------------------- protected methods ----------------------------- void ControlPanel::controlChanged( int control_enum_value ){ switch ( control_enum_value ){ case LIGHTING_CHECKBOX: if( !lighting ) glDisable( GL_LIGHT0 ); else glEnable( GL_LIGHT0 ); break; case DRAWAXES_CHECKBOX: curScene->setDrawAxes( drawAxes ); break; case PREVSCENE_BUTTON: prevScene(); break; case NEXTSCENE_BUTTON: nextScene(); break; case QUIT_BUTTON: exit( 0 ); break; case SET_PROJECTION: if( which_projection == 0 ) world->at( curSceneIndex )->setParallelStatus( true ); else world->at( curSceneIndex )->setParallelStatus( false ); case LOOKAT: updateWorldWithSlider(); break; case PERSPECTIVE: world->at( curSceneIndex )->setPerspective( viewAngle, aspectRatio, near, far ); break; case SET_LOOKAT: setLookAtSliders( ); break; case SET_ADVANCED: setAdvancedSliders( ); break; case ADVANCED: updateAdvanced( ); break; case BOX_BUTTON: world->at( curSceneIndex )->addObject( new Box() ); world->at( curSceneIndex )->redraw(); break; case CLOWN_BUTTON: world->at( curSceneIndex )->addObject( new Clown() ); world->at( curSceneIndex )->redraw(); break; case DONUT_BUTTON: world->at( curSceneIndex )->addObject( new Donut() ); world->at( curSceneIndex )->redraw(); break; case EYE_BUTTON: world->at( curSceneIndex )->addObject( new Eye() ); world->at( curSceneIndex )->redraw(); break; case HAT_BUTTON: world->at( curSceneIndex )->addObject( new Hat() ); world->at( curSceneIndex )->redraw(); break; case HEAD_BUTTON: world->at( curSceneIndex )->addObject( new Head() ); world->at( curSceneIndex )->redraw(); break; case SNOWMAN_BUTTON: world->at( curSceneIndex )->addObject( new Snowman() ); world->at( curSceneIndex )->redraw(); break; case SPHERE_BUTTON: world->at( curSceneIndex )->addObject( new Sphere() ); world->at( curSceneIndex )->redraw(); break; } }