int main() { struct Drawing d; struct Circle bottom; struct Circle middle; struct Circle top; initDrawing(&d, DRAWINGTYPE_BW, 200, 150, BW_BLACK); // draw a snowMan with height 90 pixels // Bottom circle has radius 20, center at 100, 80 // Middle circle has radius 15, center at 100, 45 // Top circle has radius 10, center at 100, 20 initCircle(&bottom, makePoint(100.0,80.0), 20.0); initCircle(&middle, makePoint(100.0,45.0), 15.0); initCircle(&top, makePoint(100.0,20.0), 10.0); fillCircle(&d,bottom,BW_WHITE); fillCircle(&d,middle,BW_WHITE); fillCircle(&d,top, BW_WHITE); writeFile(&d, FILENAME); return 0; }
// on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } initCircle(); SpriteFrameCache::getInstance()->addSpriteFramesWithFile("Code.plist"); _chicken = Chicken::createFromLayer(this); _chicken->setAnchorPoint(Point(0.5,0)); int posnum = MAXROW * MAXCOLLUM /2 ; _chicken->setCoor(Point(posnum / MAXROW,posnum % MAXCOLLUM)); _moveCountLabel = Label::createWithBMFont("fonts/Arial.fnt","Moves: 0"); _moveCountLabel->setPosition(250,400); this->addChild(_moveCountLabel); auto lister = EventListenerTouchOneByOne::create(); lister->setSwallowTouches(true); lister->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan,this); _eventDispatcher->addEventListenerWithSceneGraphPriority(lister, this); return true; }
void initCircleArray(Circle circle[], GLfloat yVal) { int i; GLfloat step = (GLfloat) SCREEN_WIDTH / (GLfloat) BARS; GLfloat xVal = step / 2.0; for (i = 0; i < BARS; i++) { circle[i] = initCircle(xVal + step * i, yVal); } }
void init(void) { mapState.border = createPanelBorder(X_BORD, Y_BORD, WIDTH_BORD); mapState.button_rect = initRect(); mapState.button_triangle = initTriangle(); mapState.button_line = initLine(); mapState.button_circle = initCircle(); mapState.points_storage = createLinkedList(); mapState.edges_storage = createLinkedList(); }
void GrassField::init(){ std::cout << "init grass field" << std::endl; switch (type){ case GRASS_CIRCLE: initCircle(); break; case GRASS_SQUARE: initSquare(); break; default: break; } }
void initCircleArray(Circle circle[], int length) { int i; // set position circle[0].x = RADIUS + 5; circle[1].x = SCREEN_WIDTH - RADIUS - 5; circle[0].y = SCREEN_HEIGHT - RADIUS - 5; circle[1].y = RADIUS + 5; // init circles for (i = 0; i < length; i++) { circle[i] = initCircle(circle[i]); } // set color of the upper right circle to green circle[1].colour[0] = 0; circle[1].colour[1] = 255; circle[1].colour[2] = 0; chosenCircleIndex = 1; currentCircle = &circle[1]; }
Node * newNode(GLfloat xVal) { Node * n = (Node *) malloc(sizeof (Node)); n->circle = initCircle(xVal, STIMULUS_Y); n->next = NULL; return n; }
DrawItemCircle::DrawItemCircle( RectF rect,float pos_x,float pos_y,float radius ) :DrawItemShape(rect,std::list<IDataLine*>()) { initCircle(rect,pos_x,pos_y,radius); }