void World::InitWorldObjects() { InitTextures(); InitImages(); InitSounds(); InitObjects(); InitSprites(); }
bool HighscoreScreen::init() { if (!Layer::init()) { return false; } _rootNode = CSLoader::createNode("Screens/HighscoreScreen.csb"); addChild(_rootNode); this->scheduleUpdate(); _myDictionary = __Dictionary::create(); ReadHighscore(); if (_scores[1]->length() == 0) { WriteDefaultHighscore(); ReadHighscore(); } //SPRITES InitSprites(); //Animated Santa Sprite InitAnimation(); //LABELS InitLabels(); //TOUCHES InitControls(); //BUTTONS InitButtons(); return true; }
bool RankUp::init() { if (!CCLayer::init()) { return false; } idx = -1; isTouched = true; isBoasted = true; // make depth tree Depth::AddCurDepth("RankUp", this); this->setKeypadEnabled(true); this->setTouchEnabled(true); this->setTouchPriority(0); //CCLog("RankUp : touch prio = %d", this->getTouchPriority()); // notification observer CCNotificationCenter::sharedNotificationCenter()->addObserver(this, callfuncO_selector(RankUp::Notification), Depth::GetCurName(), NULL); Common::AddSpriteFramesWithFile("rankup"); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("images/popup.plist"); //CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("images/rankup.plist"); spriteClass = new SpriteClass(); winSize = CCDirector::sharedDirector()->getWinSize(); InitSprites(); return true; }
bool CocoRoomTodayCandy::init() { if (!CCLayer::init()) { return false; } isTouched = true; isScrollViewTouched = true; isScrolling = true; // make depth tree Depth::AddCurDepth("CocoRoomTodayCandy", this); this->setTouchEnabled(true); this->setKeypadEnabled(true); this->setTouchPriority(Depth::GetCurPriority()); //CCLog("CocoRoomTodayCandy : touch prio = %d", this->getTouchPriority()); // notification observer CCNotificationCenter::sharedNotificationCenter()->addObserver(this, callfuncO_selector(CocoRoomTodayCandy::Notification), Depth::GetCurName(), NULL); // notification CCString* param = CCString::create("1"); CCNotificationCenter::sharedNotificationCenter()->postNotification(Depth::GetParentName(), param); winSize = CCDirector::sharedDirector()->getWinSize(); tLayer = CCLayer::create(); tLayer->setAnchorPoint(ccp(0, 0)); tLayer->setPosition(ccp(winSize.width/2, 0)); tLayer->setScale(0); this->addChild(tLayer, 1); // scrollView 생성 scrollView = CCScrollView::create(); //scrollView->retain(); scrollView->setDirection(kCCScrollViewDirectionVertical); scrollView->setViewSize(CCSizeMake(929, 904-80)); scrollView->setAnchorPoint(ccp(0, 0)); scrollView->setPosition(ccp(77, 492+40)); scrollView->setDelegate(this); scrollView->setTouchPriority(Depth::GetCurPriority()); tLayer->addChild(scrollView, 3); this->schedule(schedule_selector(CocoRoomTodayCandy::ProfileTimer), 1.0f); InitSprites(); MakeScroll(); for (int i = 0 ; i < spriteClass->spriteObj.size() ; i++) spriteClass->AddChild(i); spriteClassList = new SpriteClass(); RefreshProfileList(); return true; }
int main(void){ TExaS_Init(SSI0_Real_Nokia5110_Scope); // set system clock to 80 MHz DisableInterrupts(); Random_Init(1); Nokia5110_Init(); Nokia5110_ClearBuffer(); Nokia5110_DisplayBuffer(); SysTick_Init(); // initialize Timer2 after Nokia5110_Init because of // error-prone registers operations (old and new registers // are not working good together) // 80MHz/11,025 cycles, which is about 7256 Timer2_Init(7256); Ports_Init(); InitSprites(NumberOfEnemies); RestartGame(); // Countdown, after which all interrupts are enabled! // print 3 Nokia5110_ClearBuffer(); Nokia5110_PrintBMP(28, 41, _my_Countdown_03, 0); Nokia5110_DisplayBuffer(); Delay100ms(3); // print 2 Nokia5110_ClearBuffer(); Nokia5110_PrintBMP(28, 41, _my_Countdown_02, 0); Nokia5110_DisplayBuffer(); Delay100ms(3); // print 1 Nokia5110_ClearBuffer(); Nokia5110_PrintBMP(28, 41, _my_Countdown_01, 0); Nokia5110_DisplayBuffer(); Delay100ms(3); // print GO Nokia5110_ClearBuffer(); Nokia5110_PrintBMP(28, 41, _my_Countdown_GO, 0); Nokia5110_DisplayBuffer(); Delay100ms(3); EnableInterrupts(); while(1){ if (Flag == 1) { Nokia5110_DisplayBuffer(); Flag = 0; } } }
//----------------------------------------------------------------------------- // Name: WinMain() // Desc: Creates/regisgters main window //----------------------------------------------------------------------------- int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; // generic message WNDCLASS winclass; // this will hold the class created bool bDone = true; // save the window handle and instance in a global main_window_handle = SetupWindow(&winclass, hInstance); main_instance = hInstance; ShowWindow(main_window_handle,nCmdShow); UpdateWindow(main_window_handle); SetFocus(main_window_handle); ShowCursor(FALSE); if( (strcmp(lpCmdLine,"debug") == 0) || (strcmp(lpCmdLine,"Debug") == 0) ) bDebugMode = true; // perform all game console specific initialization InitDD(); InitSprites(); gameTimer.StartTimer(); gameTimer2.StartTimer(); fFrameTime=0; frameTimer.StartTimer(); // enter main event loop while(bDone) { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { // test if this is a quit message if (msg.message == WM_QUIT) break; // translate any accelerator keys TranslateMessage(&msg); // send the message to the window proc DispatchMessage(&msg); } // end if if(bActiveApp)//only process frames if window is active bDone = main(); else Sleep(10); } // end while ShutDown(); // return to Windows like this return(msg.wParam); } // end WinMain
Prompt::Prompt(Player* player) : Sprite(player->x-8, player->y-TILE_SIZE+4), m_Visible(false), m_Source(player) { m_imageSurface = g_resources->GetPromptImage(); m_animationSpeed = 10; m_maxCycles = 4*m_animationSpeed; m_renderPriority = LAYER_UI; InitSprites(); }
bool RequestTopaz::init() { if (!CCLayer::init()) { return false; } isTouched = true; isScrolling = true; isScrollViewTouched = true; // make depth tree Depth::AddCurDepth("RequestTopaz", this); this->setTouchEnabled(true); this->setKeypadEnabled(true); this->setTouchPriority(Depth::GetCurPriority()); //CCLog("RequestTopaz : touch prio = %d", this->getTouchPriority()); // notification observer CCNotificationCenter::sharedNotificationCenter()->addObserver(this, callfuncO_selector(RequestTopaz::Notification), Depth::GetCurName(), NULL); // notification post CCString* param = CCString::create("1"); CCNotificationCenter::sharedNotificationCenter()->postNotification(Depth::GetParentName(), param); winSize = CCDirector::sharedDirector()->getWinSize(); tLayer = CCLayer::create(); tLayer->setAnchorPoint(ccp(0, 0)); tLayer->setPosition(ccp(winSize.width/2, 0)); tLayer->setScale(0); this->addChild(tLayer, 1); scrollView = CCScrollView::create(); scrollView->setDirection(kCCScrollViewDirectionVertical); scrollView->setViewSize(CCSizeMake(929, 904+243+45-100 + (487-630))); scrollView->setAnchorPoint(ccp(0, 0)); scrollView->setPosition(ccp(77, 630)); scrollView->setDelegate(this); scrollView->setTouchPriority(Depth::GetCurPriority()); tLayer->addChild(scrollView, 3); this->schedule(schedule_selector(RequestTopaz::ProfileTimer), 1.0f); spriteClass = new SpriteClass(); spriteClassScroll = new SpriteClass(); InitSprites(); MakeScroll(); return true; }
bool T_NoImage::init() { if (!CCLayer::init()) { return false; } // make depth tree Depth::AddCurDepth("T_NoImage", this); this->setTouchEnabled(true); this->setKeypadEnabled(true); this->setTouchPriority(Depth::GetCurPriority()); CCLog("NoImage : touch prio = %d", this->getTouchPriority()); // notification observer CCNotificationCenter::sharedNotificationCenter()->addObserver(this, callfuncO_selector(T_NoImage::Notification), Depth::GetCurName(), NULL); // notification post CCString* param = CCString::create("1"); CCNotificationCenter::sharedNotificationCenter()->postNotification(Depth::GetParentName(), param); winSize = CCDirector::sharedDirector()->getWinSize(); InitSprites(); ttrArrow = CCSprite::create("images/tutorial/tutorial_arrow.png"); ttrPos = CCScale9Sprite::create("images/tutorial/tutorial_position.png"); // ccp(717+5, 711+offset) (offset = 0) ttrArrow->setAnchorPoint(ccp(0.5, 0)); ttrArrow->setPosition(ccp(722+233/2, 711+115+10)); CCActionInterval* action = CCSequence::create( CCMoveBy::create(0.5f, ccp(0, -5)), CCMoveBy::create(0.5f, ccp(0, 5)), NULL); ttrArrow->runAction(CCRepeatForever::create(action)); this->addChild(ttrArrow, 101); ttrPos->setAnchorPoint(ccp(0, 0)); ttrPos->setPosition(ccp(722, 711)); //ttrPos->setScaleX( (float)233 / (float)782 ); //ttrPos->setScaleY( (float)115 / (float)177 ); ttrPos->setContentSize(CCSize(233-5, 110)); this->addChild(ttrPos, 101); isEnded = false; isTouched = false; return true; }
int main() { InitGraphics(); giftable.packet_count = GIF_PACKET_MAX; giftable.packet = &packets[0]; InitSprites(); while(1) { GsGifPacketsClear(&giftable); // clear the area that we are going to put the sprites/triangles/.... MoveSprites(); DrawSprites(&giftable); //add stuff to the packet area GsDrawSync(0); GsVSync(0); GsClearDrawEnv1(&draw_env); // clear the draw environment before we draw stuff on it GsGifPacketsExecute(&giftable, 1); // set to '1' becuse we want to wait for drawing to finish. if we dont wait we will write on packets that is currently writing to the gif } return 0; }
bool GameScreen::init() { if (!Layer::init()) { return false; } _rootNode = CSLoader::createNode("Screens/MainGame.csb"); addChild(_rootNode); this->scheduleUpdate(); _platform = (Platform*)_rootNode->getChildByName("platform"); _platform = Platform::create(); this->addChild(_platform); _powerUp = (PowerUp*)_rootNode->getChildByName("powerup"); _powerUp = PowerUp::create(); this->addChild(_powerUp); _menuBar = (MenuBar*)_rootNode->getChildByName("menuBar"); _menuBar = MenuBar::create(); this->addChild(_menuBar); //SPRITES InitSprites(); //Animated Santa Sprite InitAnimation(); //LABELS InitLabels(); //TOUCHES InitControls(); //BUTTONS InitButtons(); // Game is not live until the start button is pressed. GameManager::sharedGameManager()->isGameLive = false; GameState(); return true; }
PowerupMagnetism::PowerupMagnetism(int start_x, int start_y, int end_x, int end_y) : Powerup(start_x, start_y, end_x, end_y) { // No effect to add, just modify current magnetism effect m_Effect = nullptr; InitSprites(); }