void addMazeMouse(Maze* maze, SDL_Renderer* renderer, int x, int y) { if (maze != NULL) { maze->mouses[maze->numMouses] = createMouse(x,y,renderer); generateMouseTree(maze,maze->numMouses); maze->numMouses++; } }
bool MainScene::init() { if (!Layer::init()) return false; size = Director::getInstance()->getVisibleSize(); createBackground(); createCloud(); createMouse(); createProp(); createCucrbit(); createWeather(); eventProcess(); initCucurbit(); createProgress(); createProgressBlood(); LoadingScene::loadData(); if (hudLayer != nullptr) hudLayer->updateIQ(); scheduleProcess(); isHold = false; isFall = false; isAction = false; isJump = false; isSkateboardHit = false; isSkateboardFinishAction = false; isSkateboard = false; isSholvePropChose = false; mouseFallingSnare = nullptr; skateboard = nullptr; snares.clear(); return true; }