void incLevel(nodeTree *root) { if (root == NULL) return; if (root->level < 7) root->level++; incLevel(root->pLeft); incLevel(root->pRight); }
void soulLand() { nodeTree *oldRoot = myTree->root; myTree->root = new nodeTree(); myTree->root->balance = 0; myTree->root->exp = 0; myTree->root->key = 777; myTree->root->level = 7; myTree->root->pLeft = NULL; myTree->root->pRight = NULL; insertNLR(oldRoot); isSoulLand = 1; isJack = 1; if (_pow(2, getHeight(myTree->root)) - 1 == getCount(myTree->root)) incLevel(myTree->root); }
////////////////////////////////////////////////////////////////////////// // onAttach void GaStructureComponent::onAttach( ScnEntityWeakRef Parent ) { // Get canvas + font. Canvas_ = Parent->getComponentAnyParentByType< ScnCanvasComponent >(); BcAssert( Canvas_ ); Font_ = Parent->getComponentAnyParentByType< ScnFontComponent >(); BcAssert( Font_ ); Sprite_ = Parent->getComponentAnyParentByType< ScnSpriteComponent >(); BcAssert( Sprite_ ); Physics_ = getParentEntity()->getComponentByType< GaPhysicsComponent >(); BcAssert( Physics_ ); Game_ = getParentEntity()->getComponentAnyParentByType< GaGameComponent >(); BcAssert( Game_ ); // Subscribe to hotspot for pressed. Parent->subscribe( gaEVT_HOTSPOT_PRESSED, this, [ this ]( EvtID, const EvtBaseEvent& InEvent )->eEvtReturn { const auto& Event = InEvent.get< GaHotspotEvent >(); return evtRET_PASS; } ); // Begin build phase event Game_->getParentEntity()->subscribe( gaEVT_GAME_BEGIN_BUILD_PHASE, this, [ this ]( EvtID, const EvtBaseEvent & Event ) { if( StructureType_ == GaStructureType::RESOURCE ) { Game_->spendResources( -CalculatedResourceRate_ ); } return evtRET_PASS; } ); setActive( Active_ ); Level_ = 0; incLevel(); Timer_ = BaseFireRate_; Super::onAttach( Parent ); }
MDCWindow::MDCWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::MDCWindow), scene(new QGraphicsScene), TileGFX() { ui->setupUi(this); // File menu connect(ui->actionOpen_ROM, SIGNAL(triggered()), this, SLOT(actionOpen_ROM())); connect(ui->actionSave_ROM, SIGNAL(triggered()), this, SLOT(actionSave_ROM())); ui->actionSave_ROM->setDisabled(true); connect(ui->actionQuit, SIGNAL(triggered()), this, SLOT(close())); // Level menup connect(ui->actionLoad_Level, SIGNAL(triggered()), this, SLOT(actionLoad_Level())); ui->actionLoad_Level->setDisabled(true); // Set up buttons connect(ui->OpenFileButton, SIGNAL(clicked()), this, SLOT(actionOpen_ROM())); connect(ui->SaveFileButton, SIGNAL(clicked()), this, SLOT(actionSave_ROM())); ui->SaveFileButton->setDisabled(true); connect(ui->OpenLevelButton, SIGNAL(clicked()), this, SLOT(actionLoad_Level())); ui->OpenLevelButton->setDisabled(true); connect(ui->DecLevelButton, SIGNAL(clicked()), this, SLOT(decLevel())); ui->DecLevelButton->setDisabled(true); connect(ui->IncLevelButton, SIGNAL(clicked()), this, SLOT(incLevel())); ui->IncLevelButton->setDisabled(true); // Set up defaults for graphical elements ui->graphicsView->setScene(scene); // Create array of hardcoded graphics for(int i = 0; i < 0x1B; ++i) { QString tileStr(":/Resources/Tile"); if(i + 1 < 0x10) { tileStr.append('0'); } tileStr.append(QString().setNum(i + 1, 16).toUpper()); TileGFX[i] = QPixmap::fromImage(QImage(tileStr)); } }
void Game::Init() { //load fighter modell loadFighter("res/models/bearcat.3ds"); m_Femit.setMaxPartikel(100); //load all 7 Levels std::string file_prefix = "res/config/level"; std::string file_postfix = ".xml"; for(; m_level < 8; incLevel()) { std::stringstream oss; oss << file_prefix << m_level << file_postfix; std::string level = oss.str(); getGalaxis()->addLevel( level ); } //we can shoot m_shoot = true; }