void Game_Vehicle::LoadSystemSettings() { switch (type) { case None: break; case Boat: SetSpriteName(Data::system.boat_name); SetSpriteIndex(Data::system.boat_index); bgm = Data::system.boat_music; SetMapId(Data::treemap.start.boat_map_id); SetX(Data::treemap.start.boat_x); SetY(Data::treemap.start.boat_y); break; case Ship: SetSpriteName(Data::system.ship_name); SetSpriteIndex(Data::system.ship_index); bgm = Data::system.ship_music; SetMapId(Data::treemap.start.ship_map_id); SetX(Data::treemap.start.ship_x); SetY(Data::treemap.start.ship_y); break; case Airship: SetSpriteName(Data::system.airship_name); SetSpriteIndex(Data::system.airship_index); bgm = Data::system.airship_music; SetMapId(Data::treemap.start.airship_map_id); SetX(Data::treemap.start.airship_x); SetY(Data::treemap.start.airship_y); break; } }
void Plane::Shoot(Double speed, const Point2i& target) { MSG_DEBUG("weapon.shoot", "Plane Shoot"); nb_dropped_bombs = 0; last_dropped_bomb = NULL; cible_x = target.x; SetY(0); distance_to_release = (int)(speed * sqrt(TWO * (GetY() + target.y))); Point2d speed_vector; if (ActiveCharacter().GetDirection() == DIRECTION_RIGHT) { image->SetFlipped(false); speed_vector.SetValues(speed, 0); SetX(ONE - Double(image->GetWidth())); //distance_to_release -= obus_dx; if (distance_to_release > cible_x) distance_to_release = 0; } else { image->SetFlipped(true); speed_vector.SetValues(-speed, 0) ; SetX(Double(GetWorld().GetWidth() - 1)); //distance_to_release += obus_dx; if (distance_to_release > GetWorld().GetWidth()-cible_x - obus_dx) distance_to_release = 0; } SetSpeedXY(speed_vector); Camera::GetInstance()->FollowObject(this); ObjectsList::GetRef().AddObject(this); }
NTL_START_IMPL long IterIrredTest(const GF2X& f) { long df = deg(f); if (df <= 0) return 0; if (df == 1) return 1; GF2XModulus F; build(F, f); GF2X h; SetX(h); SqrMod(h, h, F); long i, d, limit, limit_sqr; GF2X g, X, t, prod; SetX(X); i = 0; g = h; d = 1; limit = 2; limit_sqr = limit*limit; set(prod); while (2*d <= df) { add(t, g, X); MulMod(prod, prod, t, F); i++; if (i == limit_sqr) { GCD(t, f, prod); if (!IsOne(t)) return 0; set(prod); limit++; limit_sqr = limit*limit; i = 0; } d = d + 1; if (2*d <= deg(f)) { SqrMod(g, g, F); } } if (i > 0) { GCD(t, f, prod); if (!IsOne(t)) return 0; } return 1; }
void Window_Base::UpdateMovement() { if (!IsMovementActive()) { return; } current_frame++; if (IsMovementActive()) { SetX(old_position[0] + (new_position[0] - old_position[0]) * current_frame / total_frames); SetY(old_position[1] + (new_position[1] - old_position[1]) * current_frame / total_frames); } else { SetX(new_position[0]); SetY(new_position[1]); } }
void NaGeVector3D::operator /= (const double &scalar) { if(!IsNull()) { SetX(GetX()/scalar); SetY(GetY()/scalar); SetZ(GetZ()/scalar); } else { SetX(0); SetY(0); SetZ(0); } }
void Game_Character::MoveDownLeft() { if (!IsDirectionFixed()) { if (GetDirection() % 2) { TurnLeft(); } else { TurnDown(); } } if (jumping) { jump_plus_x--; jump_plus_y++; return; } if ((IsPassable(GetX(), GetY(), RPG::EventPage::Direction_left) && IsPassable(GetX() - 1, GetY(), RPG::EventPage::Direction_down)) || (IsPassable(GetX(), GetY(), RPG::EventPage::Direction_down) && IsPassable(GetX(), GetY() + 1, RPG::EventPage::Direction_left))) { SetX(GetX() - 1); SetY(GetY() + 1); BeginMove(); stop_count = 0; move_failed = false; } }
int Game_Character::EndJump(const RPG::MoveRoute* current_route, int current_index) { jumping = false; if (!IsLandable(jump_x + jump_plus_x, jump_y + jump_plus_y)) { // Reset to begin jump command and try again... move_failed = true; if (current_route->skippable) { return current_index; } return jump_index; } SetX(jump_x + jump_plus_x); SetY(jump_y + jump_plus_y); //TODO: C++11 got round() function defined in math.h float distance = sqrt((float)(jump_plus_x * jump_plus_x + jump_plus_y * jump_plus_y)); if (distance >= floor(distance) + 0.5) distance = ceil(distance); else distance = floor(distance); jump_peak = 10 + (int)distance - GetMoveSpeed(); move_count = jump_peak * 2; stop_count = 0; move_failed = false; return current_index; }
bool ThreeSliceAttributes::CopyAttributes(const AttributeGroup *atts) { if(atts->TypeName() == "PointAttributes") { if (interactive) { const PointAttributes *tmp = (const PointAttributes *)atts; const double *xyz = tmp->GetPoint(); SetX(xyz[0]); SetY(xyz[1]); SetZ(xyz[2]); return true; } } if(TypeName() != atts->TypeName()) return false; // Call assignment operator. const ThreeSliceAttributes *tmp = (const ThreeSliceAttributes *)atts; *this = *tmp; return true; }
//Update event void testEntity::OnUpdate() { sinVal+= sinSpeed; SetX(startX+sin(sinVal)*100); SetY(startY); angle+=3; }
OpponentMisterKuba::OpponentMisterKuba( int x_, int y_ ) : Opponent( "misterkuba" ) , ti( 1 ) { SetX( x_ ); SetY( y_ ); }
void OpponentMisterKuba::Update() { if( ti.GetTime() ) { SetX( GetX() + 10 ); ti.Update(); } }
Character::Character(std::string fromString) { std::vector<std::string> tokens = utils::Tokenfy(fromString, '|'); if (tokens[0] == "PLAYER_OBJECT") { SetName(tokens[57]); SetLastname(tokens[58]); SetRace(tokens[59]); SetGender(tokens[60]); SetFace(tokens[61]); SetSkin(tokens[62]); SetZone(tokens[63]); SetLevel(std::stoi(tokens[64])); SetHp(std::stoi(tokens[65])); SetMaxHp(std::stoi(tokens[66])); SetBp(std::stoi(tokens[67])); SetMaxBp(std::stoi(tokens[68])); SetMp(std::stoi(tokens[69])); SetMaxMp(std::stoi(tokens[70])); SetEp(std::stoi(tokens[71])); SetMaxEp(std::stoi(tokens[72])); SetStrength(std::stoi(tokens[73])); SetConstitution(std::stoi(tokens[74])); SetIntelligence(std::stoi(tokens[75])); SetDexterity(std::stoi(tokens[76])); SetX(std::stof(tokens[77])); SetY(std::stof(tokens[78])); SetZ(std::stof(tokens[79])); SetPitch(std::stof(tokens[80])); SetYaw(std::stof(tokens[81])); } // if (tokens[0] == "NPC_OBJECT") { // // } }
void Game_Vehicle::SyncWithPlayer() { SetX(Main_Data::game_player->GetX()); SetY(Main_Data::game_player->GetY()); remaining_step = Main_Data::game_player->GetRemainingStep(); SetDirection(Main_Data::game_player->GetDirection()); SetSpriteDirection(Main_Data::game_player->GetSpriteDirection()); }
void Fire::Initialize(byte* screenPtr, byte screenWidth, byte screenHeight) { // fire properties SetX(0); SetY(0); SetHDir(0); SetVDir(1); SetSpeed(8); SetLastUpdate(0); SetEnabled(false); Canvas *canvas = GetCanvas(); canvas->SetWidth(1); canvas->SetHeight(1); canvas->SetImage(fire); canvas->SetScreenWidth(screenWidth); canvas->SetScreenHeight(screenHeight); canvas->SetScreen(screenPtr); /* if ((canvas->GetScreen()) != screenPtr) { Serial.println(" test 1 - pointers diferentes"); } if (*(canvas->GetScreen()) != *screenPtr) { Serial.println(" test 2 - valores de pointers diferentes"); } Serial.println("fim fire init"); */ }
void Game_Character::MoveUpRight() { if (!IsDirectionFixed()) { if (GetDirection() % 2) { TurnRight(); } else { TurnUp(); } } if (jumping) { jump_plus_x++; jump_plus_y--; return; } if ((IsPassable(GetX(), GetY(), RPG::EventPage::Direction_right) && IsPassable(GetX() + 1, GetY(), RPG::EventPage::Direction_up)) || (IsPassable(GetX(), GetY(), RPG::EventPage::Direction_up) && IsPassable(GetX(), GetY() - 1, RPG::EventPage::Direction_right))) { SetX(GetX() + 1); SetY(GetY() - 1); BeginMove(); stop_count = 0; move_failed = false; } }
void Game_Vehicle::SyncWithPlayer() { SetX(Main_Data::game_player->GetX()); SetY(Main_Data::game_player->GetY()); real_x = Main_Data::game_player->GetRealX(); real_y = Main_Data::game_player->GetRealY(); SetDirection(Main_Data::game_player->GetDirection()); }
Window::Window( int x, int y, int w, int h, string caption ) { SetX( x ); SetY( y ); this->w = w; this->h = h; this->caption = caption; Debug::Set(); Debug::Print("new window (%d,%d,%d,%d,%s)\n", x, y, w, h, caption.c_str()); Debug::Unset(); // Load the bitmaps needed for drawing bitmaps[0] = new Image( "Resources/Graphics/ui_wnd_up_left.png" ); bitmaps[1] = new Image( "Resources/Graphics/ui_wnd_up.png" ); bitmaps[2] = new Image( "Resources/Graphics/ui_wnd_up_right.png" ); bitmaps[3] = new Image( "Resources/Graphics/ui_wnd_left.png" ); bitmaps[4] = new Image( "Resources/Graphics/ui_wnd_right.png" ); bitmaps[5] = new Image( "Resources/Graphics/ui_wnd_low_left.png" ); bitmaps[6] = new Image( "Resources/Graphics/ui_wnd_low.png" ); bitmaps[7] = new Image( "Resources/Graphics/ui_wnd_low_right.png" ); bitmaps[8] = new Image( "Resources/Graphics/ui_wnd_back.png" ); //inner_top = bitmaps[0]->GetHeight(); //inner_left = bitmaps[0]->GetWidth(); //inner_right = w - bitmaps[7]->GetWidth(); //inner_low = h - bitmaps[7]->GetHeight(); }
void Sprite_Battler::CreateSprite() { sprite_name = battler->GetSpriteName(); hue = battler->GetHue(); SetX(battler->GetBattleX()); SetY(battler->GetBattleY()); SetZ(battler->GetBattleY()); // Not a typo // Not animated -> Monster if (battler->GetBattleAnimationId() == 0) { if (sprite_name.empty()) { graphic = Bitmap::Create(0, 0); SetOx(graphic->GetWidth() / 2); SetOy(graphic->GetHeight() / 2); SetBitmap(graphic); } else { FileRequestAsync* request = AsyncHandler::RequestFile("Monster", sprite_name); request_id = request->Bind(&Sprite_Battler::OnMonsterSpriteReady, this); request->Start(); } } else { // animated SetOx(24); SetOy(24); SetAnimationState(anim_state); idling = true; } SetVisible(!battler->IsHidden()); }
void Game_Vehicle::SetPosition(int _map_id, int _x, int _y) { SetMapId(_map_id); SetX(_x); SetY(_y); real_x = _x * SCREEN_TILE_WIDTH; real_y = _y * SCREEN_TILE_WIDTH; }
void BuildSparseIrred(GF2X& f, long n) { if (n <= 0) Error("SparseIrred: n <= 0"); if (NTL_OVERFLOW(n, 1, 0)) Error("overflow in BuildSparseIrred"); if (n == 1) { SetX(f); return; } if (n <= 2048) { if (GF2X_irred_tab[n][1] == 0) { clear(f); SetCoeff(f, n); SetCoeff(f, GF2X_irred_tab[n][0]); SetCoeff(f, 0); } else { clear(f); SetCoeff(f, n); SetCoeff(f, GF2X_irred_tab[n][0]); SetCoeff(f, GF2X_irred_tab[n][1]); SetCoeff(f, GF2X_irred_tab[n][2]); SetCoeff(f, 0); } return; } long k3, k2, k1; k3 = FindTrinom(n); if (k3) { clear(f); SetCoeff(f, n); SetCoeff(f, k3); SetCoeff(f, 0); return; } k3 = FindPent(n, k2, k1); if (k3) { clear(f); SetCoeff(f, n); SetCoeff(f, k3); SetCoeff(f, k2); SetCoeff(f, k1); SetCoeff(f, 0); return; } // the following is probably of only theoretical value... // it is reasonable to conjecture that for all n >= 2, // there is either an irreducible trinomial or pentanomial // of degree n. BuildIrred(f, n); }
void BuildIrred(GF2X& f, long n) { if (n <= 0) Error("BuildIrred: n must be positive"); if (NTL_OVERFLOW(n, 1, 0)) Error("overflow in BuildIrred"); if (n == 1) { SetX(f); return; } GF2X g; _ntl_ulong i; i = 0; do { ConvertBits(g, 2*i+1); SetCoeff(g, n); i++; } while (!IterIrredTest(g)); f = g; }
void Game_Character::Move(int dir) { int dx = (dir == Right || dir == UpRight || dir == DownRight) - (dir == Left || dir == DownLeft || dir == UpLeft); int dy = (dir == Down || dir == DownRight || dir == DownLeft) - (dir == Up || dir == UpRight || dir == UpLeft); SetDirection(dir); if (!(IsDirectionFixed() || IsFacingLocked())) { if (dir > 3) // Diagonal SetSpriteDirection(GetSpriteDirection() % 2 ? -dx + 2 : dy + 1); else SetSpriteDirection(dir); } if (jumping) { jump_plus_x += dx; jump_plus_y += dy; return; } move_failed = !IsPassable(GetX(), GetY(), dir); if (move_failed) { if (!CheckEventTriggerTouch(Game_Map::RoundX(GetX() + dx), Game_Map::RoundY(GetY() + dy))) return; } else { SetX(Game_Map::RoundX(GetX() + dx)); SetY(Game_Map::RoundY(GetY() + dy)); remaining_step = SCREEN_TILE_WIDTH; BeginMove(); } stop_count = 0; max_stop_count = (GetMoveFrequency() > 7) ? 0 : pow(2.0, 9 - GetMoveFrequency()); }
void bot::Draw() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glPushMatrix(); glTranslatef(GetX(), GetY(), 0.0); glRotatef(m_angle, 0.0f, 0.0f, 1.0f); glTranslatef(m_speed, 0, 0); glColor3f(m_bColor[0], m_bColor[1], m_bColor[2]); glBegin(GL_POLYGON); glVertex2i(m_vertices[0], m_vertices[1]); glVertex2i(m_vertices[2], m_vertices[3]); glVertex2i(m_vertices[4], m_vertices[5]); glVertex2i(m_vertices[6], m_vertices[7]); glVertex2i(m_vertices[8], m_vertices[9]); glVertex2i(m_vertices[10], m_vertices[11]); glVertex2i(m_vertices[12], m_vertices[13]); glVertex2i(m_vertices[14], m_vertices[15]); glEnd(); /* glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_INT, 0, m_vertices); glDrawArrays(GL_LINE_LOOP, 0, 16); glDisableClientState(GL_VERTEX_ARRAY);*/ glPopMatrix(); SetX(GetX()+(GLint)m_deltaX); SetY(GetY()+(GLint)m_deltaY); }
void CtfSoldierSpawnPointMapElement::Load( Json::Value& setters ) { MapElement::Load( setters ); Json::Value const& position = setters["position"]; if( !position.isObject() ) { return; } int32_t x; if ( !Json::GetInt( position["x"], x ) ) { return; } SetX( x ); int32_t y; if ( !Json::GetInt( position["y"], y ) ) { return; } SetY( y ); std::string teamStr; if ( !Json::GetStr( setters["team"], teamStr ) ) { return; } SetTeam( Team::Get()( AutoId( teamStr ) ) ); }
void PAlgebraModDerived<type>::mapToFt(RX& w, const RX& G,unsigned long t,const RX* rF1) const { if (isDryRun()) { w = RX::zero(); return; } long i = zMStar.indexOfRep(t); if (i < 0) { clear(w); return; } if (rF1==NULL) { // Compute the representation "from scratch" // special case if (G == factors[i]) { SetX(w); return; } //special case if (deg(G) == 1) { w = -ConstTerm(G); return; } // the general case: currently only works when r == 1 assert(r == 1); REBak bak; bak.save(); RE::init(factors[i]); // work with the extension field GF_p[X]/Ft(X) REX Ga; conv(Ga, G); // G as a polynomial over the extension field vec_RE roots; FindRoots(roots, Ga); // Find roots of G in this field RE* first = &roots[0]; RE* last = first + roots.length(); RE* smallest = min_element(first, last); // make a canonical choice w=rep(*smallest); return; } // if rF1 is set, then use it instead, setting w = rF1(X^t) mod Ft(X) RXModulus Ft(factors[i]); // long tInv = InvMod(t,m); RX X2t = PowerXMod(t,Ft); // X2t = X^t mod Ft w = CompMod(*rF1,X2t,Ft); // w = F1(X2t) mod Ft /* Debugging sanity-check: G(w)=0 in the extension field (Z/2Z)[X]/Ft(X) RE::init(factors[i]); REX Ga; conv(Ga, G); // G as a polynomial over the extension field RE ra; conv(ra, w); // w is an element in the extension field eval(ra,Ga,ra); // ra = Ga(ra) if (!IsZero(ra)) {// check that Ga(w)=0 in this extension field cout << "rF1(X^t) mod Ft(X) != root of G mod Ft, t=" << t << endl; exit(0); }*******************************************************************/ }
/************************************************************* * Função responsavel por atualizar a posição da nave em * relação a tela * *************************************************************/ void SpaceShip1::Update(void) { if(GetX() + offsetX < width) { Move(offsetX, 0); } else { SetX(-GetWidthFrame()); } }
CNCPoint & CNCPoint::operator+= ( const CNCPoint & rhs ) { SetX( X() + rhs.X() ); SetY( Y() + rhs.Y() ); SetZ( Z() + rhs.Z() ); return(*this); }
SimplifySketchTool::SortPoint & SimplifySketchTool::SortPoint::operator+= ( const SortPoint & rhs ) { SetX( X() + rhs.X() ); SetY( Y() + rhs.Y() ); SetZ( Z() + rhs.Z() ); return(*this); }
Player::Player(){ SetX(360); SetY(360); m_iLives = 3; m_iScore = 0; m_iDots = 0; m_bDeath = false; }
Tile::Tile(const Tile & src) { m_ShipType = src.m_ShipType; m_ShipId = src.m_ShipId; m_TileState = src.m_TileState; SetX(src.GetX()); SetY(src.GetY()); }