bool GameMain::createMarioLove() { if (doCountdown(MARIOLOVE_TIME)) { m_greenMarioLoveList.push_back(createOneGreenMarioLove()); } return true; }
void GameMain::main() { getTime(); jump(); mapScroll(); playerDrop(); movingRange(); if (!m_gameStartFlg && !doCountdown(START_TIME))return; else if (!m_gameStartFlg && doCountdown(START_TIME))m_gameStartFlg = true; createMarioLove(); marioLoveMove(); deleteMarioLove(); getpoint(); }
int main(int argc, _TCHAR* argv[]) { WCHAR* cacheMutexName = L"HelloWorldMutex"; HANDLE handle = ::CreateMutex(nullptr, FALSE, cacheMutexName); DWORD result = WaitForSingleObject(handle, INFINITE); switch (result) { case WAIT_OBJECT_0: printf("The thread got ownership of the mutex.\r\n"); break; case WAIT_ABANDONED: printf("The thread got ownership of an abandoned mutex.\r\n"); break; } doCountdown(); ReleaseMutex(handle); printf("Mutex released.\r\n"); return 0; }
bool Countdown::countdownAndRewind(float howmuch) { doCountdown(howmuch); return checkAndRewind(); }