void Game::update(){ //update vars for animation //count frame framecounter+=framespeed*clock.restart().asSeconds(); //for smooth motion if(playing && framecounter>=50){ unsigned int i=0; while(i<wave.size()) wave.at(i++).move(1, 0); } if(framecounter>=keyframe){ framecounter=0; updateSprites(titlesprite, 4); //spawn creeps only when playing or game started if(playing){ creepspawndelay++; if(creepspawndelay==7){ creepspawndelay=0; wave.spawn_creep(); } player.gain_gold(wave.creep_sanity_check()); //checks creeps if dead or alive and gives player gold on kill } unsigned int i=0; while(i<wave.size()){ updateSprites(wave.at(i++), 4); } } }
Map::Map(const std::string & filePath) { LoadFromFile(filePath); _emptySprite.setTexture(_backgroundTexture); _emptySprite.setTextureRect(sf::IntRect(0, 0, 0, 0)); _emptySprite.setPosition(0, 0); updateSprites(); }
void Scenario::update(){ updateSprites(); environment->update(); light->update(); player.move(); if (seed.getTraversal() == Seed::WALK) player.setNewHeight(); }
int main(void) { int i; int memUsageTemp = 0xFFFFFFFF; videoSetMode(MODE_0_2D); videoSetModeSub(MODE_0_2D); vramSetBankA(VRAM_A_MAIN_SPRITE); vramSetBankB(VRAM_B_MAIN_SPRITE); vramSetBankD(VRAM_D_SUB_SPRITE); consoleDemoInit(); // consoleDebugInit(DebugDevice_NOCASH); //send stderr to no$gba debug window //api: initialize OAM to 1D mapping with XX byte offsets and no external palette oamInit(oam, SpriteMapping_1D_128, false); //create some sprites for(i = 0; i < SPRITE_MAX; i++) randomSprite(&sprites[i]); //load a randomly colored palette for(i = 0; i < 256; i++) { SPRITE_PALETTE[i] = rand(); SPRITE_PALETTE_SUB[i] = rand(); } while(1) { moveSprites(); updateSprites(); swiWaitForVBlank(); //api: updates real oam memory oamUpdate(oam); if(oom) { memUsageTemp = memUsageTemp > spriteMemoryUsage ? spriteMemoryUsage : memUsageTemp; } consoleClear(); printf("Memory usage: %i %i%% \n", spriteMemoryUsage, 100 * spriteMemoryUsage / (spriteMemSize)); printf("Percentage fail: %i%% \n", oomCount * 100 / allocationCount); printf("Lowest Usage at fail %i %i%% \n", memUsageTemp, 100 * memUsageTemp / (spriteMemSize)); } return 0; }
void SfmlInterface::controllerInput() { //player1 if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) _gameLogic.playControl(FORWARD, 1); if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) _gameLogic.playControl(REVERSE, 1); if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) _gameLogic.playControl(ANTI_CLOCKWISE, 1); if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) _gameLogic.playControl(CLOCKWISE, 1); if (sf::Keyboard::isKeyPressed(sf::Keyboard::RShift)) _gameLogic.playControl(FIRE_ROCKET, 1); if (sf::Keyboard::isKeyPressed(sf::Keyboard::RControl)) _gameLogic.playControl(PLANT_MINE, 1); //player2 if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) _gameLogic.playControl(FORWARD, 2); if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) _gameLogic.playControl(REVERSE, 2); if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) _gameLogic.playControl(ANTI_CLOCKWISE, 2); if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) _gameLogic.playControl(CLOCKWISE, 2); if (sf::Keyboard::isKeyPressed(sf::Keyboard::LShift)) _gameLogic.playControl(FIRE_ROCKET, 2); if (sf::Keyboard::isKeyPressed(sf::Keyboard::LControl)) _gameLogic.playControl(PLANT_MINE, 2); //misc if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) { _gameLogic.playControl(RESPAWN, 1); updateSprites(); } }
UI::MenuItem::MenuItem(Engine* const app_, const std::string& path_) : Clickable(app_), path(path_), normal(), hovered(), disabled(), app(app_) { updateSprites(); }
void SnakeGame::update(float dt) { if (speed_counter == speed) { Vec2 p = snake.at(0)->getPosition(); int x = p.x; int y = p.y; switch (direction){ case 1: y += SPRITE_HEIGHT; break; case 2: y -= SPRITE_HEIGHT; break; case 3: x -= SPRITE_WIDTH; break; case 4: x += SPRITE_WIDTH; break; default: break; } //delete the last body if didnt eat food Vec2 phone_p = iPhone->getPosition(); Vec2 apple_p = apple->getPosition(); Vec2 mac_p = mac->getPosition(); if (x == apple_p.x && y == apple_p.y || x == phone_p.x && y == phone_p.y) { if (x == apple_p.x && y == apple_p.y) { isAppleEaten = true; } else { isIPhoneEaten = true; } CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect( "gotItem.mp3"); randomFood(); score++; updateScore(); } else if (x == mac_p.x && y == mac_p.y) { CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect( "gotItem.mp3"); score += 5; randomFood(); updateScore(); if (snake.size() > 5) { this->removeChild(snake.at(snake.size() - 1)); snake.pop_back(); } this->removeChild(snake.at(snake.size() - 1)); snake.pop_back(); this->removeChild(snake.at(snake.size() - 1)); snake.pop_back(); isMacEaten = true; } else { this->removeChild(snake.at(snake.size() - 1)); snake.pop_back(); if (x < 0 || x > Director::getInstance()->getVisibleSize().width || y < 0 || y > Director::getInstance()->getVisibleSize().height) { newGame(); return; } else if (isHitSnake(x, y)) { newGame(); return; } } //add a new body in front auto mySprite = Sprite::create("snakes.png", Rect(SPRITE_WIDTH * 3, 0, SPRITE_WIDTH, SPRITE_HEIGHT)); mySprite->setAnchorPoint(Vec2(0, 0)); mySprite->setPosition(Vec2(x, y)); this->addChild(mySprite); snake.insert(snake.begin(), mySprite); speed_counter = 0; updateSprites(); } else { speed_counter++; } }
void Scale9Sprite::onContentSizeDirty() { DynamicBatchNode::onContentSizeDirty(); updateSprites(); }