Ejemplo n.º 1
0
// Load the values from the info structure into the form
void RawImageForm::load(QString fileName, RawImageInfo *info )
{
  QString str;
  int ind = str.lastIndexOf('/');
  if (ind < 0)
    ind = str.lastIndexOf('\\');
  if (ind >= 0)
    str = str.right(str.length() - 1 - ind);
  str = str;
  fileLabel->setText(QString("File: ") + fileName);
  diaSetGroup(dataTypeGroup, info->type);
  xSizeSpinBox->setValue(info->nx);
  ySizeSpinBox->setValue(info->ny);
  zSizeSpinBox->setValue(info->nz);
  headerSpinBox->setValue(info->headerSize);
  swapCheckBox->setChecked(info->swapBytes);
  invertCheckBox->setChecked(info->yInverted);
  matchCheckBox->setChecked(info->allMatch);
  scanCheckBox->setChecked(info->scanMinMax);
  str.sprintf("%f", info->amin);
  minLineEdit->setText(str);
  str.sprintf("%f", info->amax);
  maxLineEdit->setText(str);
  manageState();
}
bool cube::getState ( byte x, byte y, byte z )
{
	/*
	 * reads the state of the given position
	 * calls the private manageState function to do the converting etc.
	 */
	return manageState( 0, x, y, z, 0);
}
void cube::setState ( byte x, byte y, byte z, bool state )
{
	/*
	 * changes the state of the given position
	 * calls the private manageState function to do the converting etc.
	 */
	manageState( 1, x, y, z, state);
	return;
}
Ejemplo n.º 4
0
void Hero::update()
{

	cnt ++;

	manageState();

	checkEvent();

	itemCollision();

	/* change the eye direction when hero takes damage */
	if ( state == H_DAMAGE )
	{
		direct = Vector( direct.x, 0.04, direct.z );
	}
	else if ( 0 < heavyAtackCounter )
	{
		direct = Vector( direct.x, 0.02, direct.z );
		heavyAtackCounter --;
	}
	/* generate vivulation when hero gets great hits */
	else if ( 0 ) //justAtack && state == H_ATACK && step == H_MAX_STEP-1  )
	{
		double viv = -1;
		( stateManager < H_FRAME_SPAN_ATACK/2 ) ? viv = -1 : viv = 1;
		direct = Vector( direct.x, 0.01 * viv, direct.z );
	}
	else 
	{
		direct = Vector( direct.x, 0, direct.z );
	}

	/* 一周して歩行状態が更新されなければ音を止める */
	if ( soundMap["walk"]->isPlaying() && isWalking == false )
	{
		soundMap["walk"]->pause();
	}
	isWalking = false;
}