void TankWarWorld::Think(float time) { addBonusItems(time); addNewTanks(time); createTrees(time); }
void testChainFriends(bool recreate = true) { if (recreate) createTrees(); for (Int_t i = 0; i < noChains; i++) { chains[i] = new TChain(chainNames[i]); for (Int_t j = 0; j < noTrees; j++) { chains[i]->Add(Form("%s%d.root",chainNames[i],j)); // chains[i]->Print(); } } chains[0]->AddFriend(chains[1],""); chains[0]->AddFriend(chains[2],""); chains[0]->GetEntries(); //chains[0]->GetTree()->GetListOfFriends()->ls(); chains[2]->LoadTree(0); //chains[0]->GetTree()->GetListOfFriends()->ls(); chains[0]->Scan("a.z:b.z:c.z","","",3); chains[2]->AddFriend(chains[3],""); chains[2]->Scan("d.z","","",3); chains[1]->AddFriend(chains[0],""); chains[3]->Scan("d.z","","",3); chains[2]->Scan("d.z","","",3); chains[0]->Scan("a.z:b.z:c.z:d.z","","",3); chains[2]->Scan("d.z","","",3); }
HoldLine::HoldLine(QWidget *parent) : QWidget(parent){ XLOC = 36; level = 0; points = 0; gameOver = false; gameWon = false; paused = false; gameStarted = false; moving = false; prot = new Protagonist(); quiver = new Quiver(); trapBag = new TrapBag(); protect = new Protect(); protectItem = new ProtectItem(); ammoList.push_back(quiver); ammoList.push_back(trapBag); MAXENEMIES = 10; createBullets(3); createArrows(8); createTraps(5); createTrees(4); }
int main (int argc, char *argv[]) { srand(time(NULL)); initGraphics(argc, argv); glEnable(GL_POINT_SMOOTH); Particle::startLifeSpan = 50; Particle::startColour = emitColours[0]; currentColour = Particle::startColour; Particle::initialVelocity = 20.0; Particle::terminalVelocity = 50; Particle::airResistance = 1.0; Particle::renderMode = PARTICLERENDERMODE_POINT; Particle::bounce = 0.5; ParticleEmitter::emitSpread = 1.0; ParticleSystem::perEmit = 4; Texture::load("grass.png", "grass"); Texture::load("sky.png", "sky"); Texture::load("shine.png", "shine"); glPointSize(10.0f); std::cout << glGetString(GL_RENDERER); createMoutains(&mountainY); createTrees(); initFlyBys(); // Create water sprinkler particleSystem = ParticleSystem(); particleSystem.setEmitTicks(emitFrequency); makeSprinkler(); camera = Vector3( cameraDistance * cos(cameraAngle * (M_PI / 180)), cameraElevation , cameraDistance * sin(cameraAngle * (M_PI/ 180)) ); gravitationalForce[0] = GravitationalForce(GRAVITATIONALFORCETYPE_NONE, 10.0, Vector3(100.0, -100, -400.0)); gravitationalForce[1] = GravitationalForce(GRAVITATIONALFORCETYPE_NONE, 10.0, Vector3(100.0, -100, -300.0)); gravitationalForce[2] = GravitationalForce(GRAVITATIONALFORCETYPE_NONE, 10.0, Vector3(100.0, -100, -200.0)); gravitationalForce[3] = GravitationalForce(GRAVITATIONALFORCETYPE_NONE, 10.0, Vector3(100.0, -100, -100.0)); gravitationalForce[4] = GravitationalForce(GRAVITATIONALFORCETYPE_NONE, 10.0, Vector3(100.0, -100, 0.0)); gravitationalForce[5] = GravitationalForce(GRAVITATIONALFORCETYPE_NONE, 10.0, Vector3(100.0, -100, 100.0)); gravitationalForce[6] = GravitationalForce(GRAVITATIONALFORCETYPE_NONE, 10.0, Vector3(100.0, -100, 200.0)); gravitationalForce[7] = GravitationalForce(GRAVITATIONALFORCETYPE_NONE, 10.0, Vector3(100.0, -100, 300.0)); gravitationalForce[8] = GravitationalForce(GRAVITATIONALFORCETYPE_NONE, 10.0, Vector3(100.0, -100, 400.0)); glutMainLoop(); }
Vector<Sprite*> Tree::getTrees(){ createTrees(); return trees; }