bool cIpmiMcVendor::CreateRdrs( cIpmiDomain *domain, cIpmiMc *source_mc, cIpmiSdrs *sdrs ) { if ( CreateResources( domain, source_mc, sdrs ) == false ) return false; if ( CreateSensors( domain, source_mc, sdrs ) == false ) return false; if ( CreateControls( domain, source_mc, sdrs ) == false ) return false; if ( CreateSels( domain, source_mc, sdrs ) == false ) return false; if ( CreateInvs( domain, source_mc, sdrs ) == false ) return false; return true; }
//-----------------------------------constructor------------------------- // //----------------------------------------------------------------------- CMinesweeper::CMinesweeper(): m_dRotation(RandFloat() * CParams::dTwoPi), m_lTrack(0), m_rTrack(0), m_dFitness(0), m_dScale(CParams::iSweeperScale), m_bCollided(false) { //create a static start position m_vPosition = SVector2D(180, 200); //create the sensors CreateSensors(m_Sensors, CParams::iNumSensors, CParams::dSensorRange); //initialize its memory m_MemoryMap.Init(CParams::WindowWidth, CParams::WindowHeight); }
//-----------------------------------constructor------------------------- // //----------------------------------------------------------------------- CMinesweeper::CMinesweeper(): m_dRotation(0), m_lTrack(0), //m_rTrack(0), m_dFitness(0), m_dScale(CParams::iSweeperScale), m_bCollided(false) { m_Color = CreatePen(PS_SOLID, 1, RGB(rand() % 205 + 50, rand() % 205 + 50, rand() % 205 + 50)); //create a static start position m_vPosition = SVector2D(180, 50); //create the sensors CreateSensors(m_Sensors, CParams::iNumSensors, CParams::dSensorRange); //initialize its memory m_MemoryMap.Init(CParams::WindowWidth, CParams::WindowHeight); }
void MainScene::onEnter() { CCScene::onEnter(); // Create physical world CreatePhysics(); // Add a color background. This will make it easier on the eyes. addChild(SunBackgroundLayer::create()); // Adding the debug lines so that we can draw the path followed. DebugLinesLayer* linesLayer = DebugLinesLayer::create(); assert(linesLayer != NULL); addChild(DebugLinesLayer::create()); linesLayer->setTag(TAG_DEBUG_LINES); addChild(linesLayer); // Grid // This should be at the bottom of the layer stack. GridLayer* gridLayer = GridLayer::create(5); assert(gridLayer != NULL); gridLayer->setTag(TAG_DEBUG_GRID); addChild(gridLayer); // Box2d Debug Box2DDebugDrawLayer* debugLayer = Box2DDebugDrawLayer::create(_world); assert(debugLayer != NULL); debugLayer->setTag(TAG_DEBUG_BOX2D); addChild(debugLayer); // Asteroids _asteroidLayer = SpriteBatchLayer::create("Asteroids_ImgData.png", "Asteroids_ImgData.plist"); assert(_asteroidLayer != NULL); addChild(_asteroidLayer); // Space Ships _shipLayer = SpriteBatchLayer::create("EntitySpriteImages.png", "EntitySpriteImages.plist"); assert(_shipLayer != NULL); addChild(_shipLayer); // Touch Input addChild(TapDragPinchInput::create(this)); // User Controls addChild(PlayerGameControlsLayer::create()); // Create the Anchor CreateAnchor(); // Asteroids CreateAsteroids(); // Populate physical world CreateEntity(); // Create the sensor grid CreateSensors(); // Contact Counts // addChild(GraphSensorContactLayer::create()); // Register for events Notifier::Instance().Attach(this, NE_VIEWPORT_CHANGED); Notifier::Instance().Attach(this, NE_GAME_COMMAND_ZOOM_IN); Notifier::Instance().Attach(this, NE_GAME_COMMAND_ZOOM_OUT); Notifier::Instance().Attach(this, NE_GAME_COMMAND_TRACK); // Kickstart all sizes ViewportChanged(); }