Esempio n. 1
0
ShadeSprite* ShadeSprite::create(Sprite* srcS,Sprite* maskS, shde_action_type type) {
    auto sha = new ShadeSprite();
    sha->autorelease();
    sha->curentType = type;
    sha->initSprite(srcS, maskS);
    return sha;
}
Esempio n. 2
0
void CMovement::Init(CXMLParser::TXML* movementData, CCharacter *owner) {
	_owner = owner;
	_characterPosition = owner->getPosition();
	_position = new Vector2(0,0);
	_position->setXY(_characterPosition->getX(),_characterPosition->getY());

	char *auxTag;
	for(vu8 i = 0; i < movementData->numChilds; ++i){
		auxTag = movementData->childs[i]->tag;
		
		if(strcmp(auxTag, "name") == 0){
			strcpy(_name, movementData->childs[i]->value);
		}else if(strcmp(auxTag, "command") == 0){
			_command = CInputs::getInstance()->stringToCommand(movementData->childs[i]->value);
		}else if(strcmp(auxTag, "priority") == 0){
			_priority = atoi(movementData->childs[i]->value);
		}else if(strcmp(auxTag, "sprite") == 0){
			initSprite(movementData->childs[i]);
		}else if(strcmp(auxTag, "totalDuration") == 0){
			_totalDuration = atof(movementData->childs[i]->value);
		}else if(strcmp(auxTag, "loopable") == 0){
			_loopeable = strcmp(movementData->childs[i]->value, "true") == 0?true:false;
		}else if(strcmp(auxTag, "canBeBlocked") == 0){
			_canBeBlock = strcmp(movementData->childs[i]->value, "true") == 0?true:false;
		}else if(strcmp(auxTag, "movementData") == 0){
			
			initFrames(movementData->childs[i]);
		} // end if

	} // end for
		
	_sprite->setDurationPerFrame(_durationPerFrame);
} // Init
Esempio n. 3
0
bool GameBgLayer::init(){
    if (Layer::init()) {
        initSprite();
        return true;
    }
    return false;
}
Esempio n. 4
0
bool Hero::init()
{
	if (!Entity::init())
	{
		return false;
	}
	setState(NORMAL);					//初始化状态
	setHP(100);
	setSP(100);
	TP = 0;										//初始化三大数据
	m_mode = SHIELD;					//初始化模式状态
	velocityY = 0;							//初始化水平和竖直方向的速度
	faceto = false;
	inTheAir_flag = true;
	initSprite();								//初始化动画
	initBlock();									//初始化碰撞框


	CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("Audio/Cloak.ogg");
	CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("Audio/Clock.ogg");
	CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("Audio/e.ogg");
	CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("Audio/ea.ogg");
	CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("Audio/en.ogg");
	CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("Audio/haaaaa.ogg");
	CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("Audio/heng.ogg");
	CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("Audio/kale.ogg");
	CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("Audio/maxArmor.ogg");
	CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("Audio/seiya.ogg");
	CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadEffect("Audio/souyuken.ogg");



	return true;
}
Esempio n. 5
0
bool Button::init()
{
	initSprite();
	enable=true;disaDistr=0;
	setControllerListener(NULL);
	return true;
}
Esempio n. 6
0
bool PadControlLayer::init()
{
    if(!Layer::init())
        return false;
    
    _visibleSize = Director::getInstance()->getVisibleSize();
    _origin = Director::getInstance()->getVisibleOrigin();
    
    initSprite();
    
    gameMenu = NesGameMenuLayer::create();
    this->addChild(gameMenu,3);
    gameMenu->setVisible(false);
    gameMenu->setShow(false);
    
    auto touchListener = EventListenerTouchAllAtOnce::create();
    touchListener->onTouchesBegan = CC_CALLBACK_2(PadControlLayer::onTouchesBegan, this);
    touchListener->onTouchesMoved = CC_CALLBACK_2(PadControlLayer::onTouchesMoved, this);
    touchListener->onTouchesEnded = CC_CALLBACK_2(PadControlLayer::onTouchesEnded, this);
    touchListener->onTouchesEnded = CC_CALLBACK_2(PadControlLayer::onTouchesCancelled, this);
    _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);
    
    auto keyListener = EventListenerKeyboard::create();
    keyListener->onKeyPressed =  CC_CALLBACK_2(PadControlLayer::onKeyPressed, this);
    keyListener->onKeyReleased = CC_CALLBACK_2(PadControlLayer::onKeyRelease, this);
    _eventDispatcher->addEventListenerWithSceneGraphPriority(keyListener, this);
    
    scheduleUpdate();
    
    return true;
}
Esempio n. 7
0
void VisualMatrix::init()
{
	initSprite();
	initEffect();
	initMatrix();
	initStats();
	initState();
}
Esempio n. 8
0
void RenderComponent::initWith(Json::Value _val)
{
	std::string tstr = _val["Type"].asString();
	if (tstr == "Sprite")
		initSprite( _val);
	if (tstr == "SpriteSheet")
		initSpriteSheet( _val);
	//Other
}
Esempio n. 9
0
Sprite *ComposerEngine::addSprite(uint16 id, uint16 animId, uint16 zorder, const Common::Point &pos) {
	Sprite sprite;
	bool foundSprite = false;

	// re-use old sprite, if any (the BMAP for this id might well have
	// changed in the meantime, but the scripts depend on that!)
	for (Common::List<Sprite>::iterator i = _sprites.begin(); i != _sprites.end(); i++) {
		if (i->_id != id)
			continue;
		if (getGameType() == GType_ComposerV1) {
			if (i->_animId != animId)
				continue;
		} else if (i->_animId && animId && (i->_animId != animId))
			continue;

		dirtySprite(*i);

		// if the zordering is identical, modify it in-place
		if (i->_zorder == zorder) {
			i->_animId = animId;
			i->_pos = pos;
			dirtySprite(*i);
			return &(*i);
		}

		// otherwise, take a copy and remove it from the list
		sprite = *i;
		foundSprite = true;
		_sprites.erase(i);
		break;
	}

	sprite._animId = animId;
	sprite._zorder = zorder;
	sprite._pos = pos;

	if (!foundSprite) {
		sprite._id = id;
		if (!initSprite(sprite)) {
			debug(1, "ignoring addSprite on invalid sprite %d", id);
			return NULL;
		}
	}

	dirtySprite(sprite);

	for (Common::List<Sprite>::iterator i = _sprites.begin(); i != _sprites.end(); i++) {
		if (sprite._zorder <= i->_zorder)
			continue;
		// insert *before* this sprite
		_sprites.insert(i, sprite);
		--i;
		return &(*i);
	}
	_sprites.push_back(sprite);
	return &_sprites.back();
}
Esempio n. 10
0
ShadeSprite* ShadeSprite::create(string fileName,string maskName, Vec2 srcVec
                                 ,Vec2 maskVec,shde_action_type type) {
    auto sha = new ShadeSprite();
    if(sha&&sha->initSprite(fileName, maskName,srcVec,maskVec,type)) {
        sha->autorelease();
        return sha;
    }
    return nullptr;
}
Esempio n. 11
0
bool BBWelcomeScene::init()
{
    if ( !Layer::init() )
    {
        return false;
    }
    initData();
    initSprite();
    return true;
}
Esempio n. 12
0
bool BBHandleLayer::init()
{
    if ( !Layer::init() )
    {
        return false;
    }
    initData();
    initSprite();
    return true;
}
RasterVsVectorState::RasterVsVectorState()
{
    //Sets up the raster circle (aka the circle with pixels).
    initSprite(rastercircle, sprites, RectInt(0, 16, 32, 48), 1, VectorFloat(SCREEN.GetWidth()/4, CENTER.y));

    //Sets up the vector circle
    vectorcircle = Shape::Circle(Window.GetWidth()*.75, CENTER.y, 16, Color::Blue);

    //Sets the title text
    rastertitle.SetText("Raster Vs. Vector Graphics");
}
Esempio n. 14
0
Asteroid::Asteroid(int size, b2Vec2 location, b2World* pWorld)
:Object(pWorld)
{  
	mShouldDeleteBody = true;

	this->size = static_cast<Size>(size);
	health = (size + 1) * (size + 1);

	initPhysics(location);
	initSprite();
}
Esempio n. 15
0
void Tile::initSprite(cocos2d::Size spriteSize)
{
	for(int yIdx = 0; yIdx < spriteSize.height; yIdx += GET_DATA_MANAGER()->getTileSize().height)
	{
		for(int xIdx = 0; xIdx < spriteSize.width; xIdx += GET_DATA_MANAGER()->getTileSize().width)
		{
			auto spriteComp = GET_COMPONENT_MANAGER()->createComponent<SpriteComponent>();
			spriteComp->initSprite(m_SpriteType, this, cocos2d::Point(xIdx, yIdx), cocos2d::Point(0,0));
			addComponent(spriteComp);
			spriteComp->enter();
		}
	}
}
Esempio n. 16
0
Asteroid::Asteroid(int size, b2World* pWorld) :Object(pWorld) 
{ 
	mShouldDeleteBody = true;

	this->size = static_cast<Size>(size);
	health = (size + 1) * (size + 1);

	b2Vec2 position;
	int xRand = rand() % 2, yRand = rand() % 2;
	xRand == 0 ? position.x = static_cast<float>(rand() % 150 - 300) : position.x = static_cast<float>(SCREEN_WIDTH + (rand() % 150 + 150));
	yRand == 0 ? position.y = static_cast<float>(rand() % 150 - 300) : position.y = static_cast<float>(SCREEN_HEIGHT + (rand() % 150 + 150));
	initPhysics(position);
	initSprite(rand() % 3);
};
Esempio n. 17
0
void Asteroid::initAlreadyCreated(int size, b2Vec2 position, b2Vec2 velocity, float rotVel, float angle, int type)
{
	this->size = static_cast<Size>(size);
	health = (size + 1) * (size + 1);

	initPhysics(position);

	body->SetLinearVelocity(velocity);
	body->SetAngularVelocity(rotVel);
	body->SetTransform(position, angle);

	initSprite(type);

	mShouldDeleteBody = true;
}
Esempio n. 18
0
void Asteroid::init()
{
	mShouldDeleteBody = true;

	initSize();

	b2Vec2 position;
	//position.x = SCREEN_WIDTH / 2.0f;
	//position.y = SCREEN_HEIGHT / 2.0f;
	int xRand = rand() % 2, yRand = rand() % 2;
	xRand == 0 ? position.x = static_cast<float>(rand() % 150 - 300) : position.x = static_cast<float>(SCREEN_WIDTH + (rand() % 150 + 150));
	yRand == 0 ? position.y = static_cast<float>(rand() % 150 - 300) : position.y = static_cast<float>(SCREEN_HEIGHT + (rand() % 150 + 150));
	initPhysics(position);
	initSprite(rand() % 3);
}
Esempio n. 19
0
File: font.cpp Progetto: cyxx/f2bgl
void Game::loadFont(int num, int h, int w, int spacing, int16_t fontKey) {
	assert(num < kFontTableSize);
	Font *ft = &_fontsTable[num];
	memset(ft, 0, sizeof(Font));
	ft->h = h;
	ft->w = w;
	ft->spacing = spacing;
	int16_t key = fontKey;
	for (int i = 0; key != 0 && i < kFontGlyphsCount; ++i) {
		initSprite(kResType_SPR, key, &ft->glyphs[i]);
		ft->glyphs[i].data = _spriteCache.getData(key, ft->glyphs[i].data);
		ft->glyphs[i].key = key;
		_res.unload(kResType_SPR, key);
		key = _res.getNext(kResType_SPR, key);
	}
}
Esempio n. 20
0
void ComposerEngine::setBackground(uint16 id) {
	for (Common::List<Sprite>::iterator i = _sprites.begin(); i != _sprites.end(); i++) {
		if (i->_id)
			continue;
		dirtySprite(*i);
		i->_surface.free();
		i->_id = id;
		if (!initSprite(*i))
			error("failed to set background %d", id);
		dirtySprite(*i);
		i->_id = 0;
		return;
	}

	Sprite *background = addSprite(id, 0, 0xffff, Common::Point());
	if (background)
		background->_id = 0;
}
DotProductState::DotProductState()
{
    //The Blue Falcon spritesheet is big enough to justify a new image file
    bfsprites.LoadFromFile("./gfx/bluefalcon.png");
    bfsprites.SetSmooth(false);

    //Puts all the frames into this array.  Order's weird due to the ordering of the sprites
    frames[19] = RectInt(  0,   0,  49,  43);
    frames[20] = RectInt( 55,   0, 106,  42);
    frames[21] = RectInt(114,   0, 167,  42);
    frames[22] = RectInt(175,   0, 229,  42);
    frames[23] = RectInt(237,   2, 293,  42);
    frames[24] = RectInt(301,   4, 363,  42);
    frames[25] = RectInt(371,   4, 435,  42);
    frames[26] = RectInt(443,   6, 507,  42);
    frames[27] = RectInt(515,   5, 579,  42);
    frames[28] = RectInt(587,   1, 649,  42);
    frames[29] = RectInt(656,   0, 711,  45);
    frames[30] = RectInt(713,   0, 758,  46);
    frames[31] = RectInt(766,   0, 806,  46);
    frames[ 0] = RectInt(814,   0, 852,  46);
    frames[ 1] = RectInt(860,   0, 900,  46);
    frames[ 2] = RectInt(903,   0, 948,  46);
    frames[ 3] = RectInt(  0,  43,  55,  88);
    frames[ 4] = RectInt( 61,  43, 122,  84);
    frames[ 5] = RectInt(130,  47, 194,  84);
    frames[ 6] = RectInt(202,  48, 266,  84);
    frames[ 7] = RectInt(274,  46, 338,  84);
    frames[ 8] = RectInt(346,  46, 408,  84);
    frames[ 9] = RectInt(416,  44, 472,  84);
    frames[10] = RectInt(480,  42, 534,  84);
    frames[11] = RectInt(542,  42, 595,  83);
    frames[12] = RectInt(604,  42, 656,  84);
    frames[13] = RectInt(665,  45, 713,  88);
    frames[14] = RectInt(715,  46, 767,  88);
    frames[15] = RectInt(775,  48, 831,  88);
    frames[16] = RectInt(839,  50, 897,  87);
    frames[17] = RectInt(900,  46, 955,  85);
    frames[18] = RectInt(  0,  88,  50, 129);

    //Prepares the actual sprite for on-screen display
    initSprite(bluefalcon, bfsprites, frames[0], BLUE_FALCON_SCALE);
    setSpriteBuffer(bluefalcon, buffer);  //Adjust the collision boundaries based on the BF's frame
}
Esempio n. 22
0
void GuildMemberManager::addMember(int dex)
{
	// json
	char filename[20] = "Pokemon_";
	char num[20];
	char extension[20] = ".png";
	sprintf(num, "%d", dex);
	strcat(num, extension);
	strcat(filename,num);
	std::string finalname = filename;
	auto Unit = Member::create();
	Unit->initSprite(finalname);
	Unit->setID(*(pool.newData()));
	Unit->setDex(dex);

	MemberLayer->addChild(Unit);
	MemberList.push_back(Unit);
	
}
Esempio n. 23
0
Duck::Duck()
{
    frames[DuckFrame::UP_1   ] = RectInt(  0, 197,  29, 229);
    frames[DuckFrame::UP_2   ] = RectInt( 35, 197,  64, 229);
    frames[DuckFrame::UP_3   ] = RectInt( 67, 197,  96, 229);
    frames[DuckFrame::NORM_1 ] = RectInt( 98, 198, 132, 229);
    frames[DuckFrame::NORM_2 ] = RectInt(136, 199, 170, 230);
    frames[DuckFrame::NORM_3 ] = RectInt(173, 198, 206, 229);
    frames[DuckFrame::SHOT   ] = RectInt(212, 202, 243, 231);
    frames[DuckFrame::FALLING] = RectInt(245, 201, 263, 232);

    sounds[DuckSound::FLAP      ].Load("./sfx/duckhunt/flap.wav"     );
    sounds[DuckSound::QUACK     ].Load("./sfx/duckhunt/quack.wav"    );
    sounds[DuckSound::FALL      ].Load("./sfx/duckhunt/fall.wav"     );
    sounds[DuckSound::HIT_GROUND].Load("./sfx/duckhunt/hitground.wav");

    initSprite(sprite, sprites, frames[DuckFrame::NORM_1], DUCK_SCALE);
    setSpriteBuffer(sprite, buffer);
    sprite.SetPosition(Random::Random(buffer[LEFT], buffer[RIGHT]), START_HEIGHT);
    updateShotBox();

    velocity = VectorFloat(0, 0);
    state    = DuckState::IDLE;
}
Esempio n. 24
0
void NodeCom::initWithMap(rapidjson::Value& value)
{
    auto visibleSize=Director::getInstance()->getVisibleSize();
    
    node=cocos2d::Node::create();
    if (value.HasMember("contentSize")) {
        auto size=cocos2d::SizeFromString(value["contentSize"].GetString());
        if (size.width<0)
            size.width=visibleSize.width;
        
        if (size.height<0)
            size.height=visibleSize.height;
        
        node->setContentSize(size);
    }
    else {
        node->setContentSize(visibleSize);
    }
    
    if (value.HasMember("anchorPoint")) {
        node->setAnchorPoint(cocos2d::PointFromString(value["anchorPoint"].GetString()));
    }
        
    cocos2d::Point position=value.HasMember("position")?cocos2d::PointFromString(value["position"].GetString()):cocos2d::Point::ZERO;
    if (value.HasMember("anchor")) {
        node->setPosition(getRealPosition(cocos2d::Director::getInstance()->getVisibleSize(),
                                              position,
                                              cocos2d::PointFromString(value["anchor"].GetString())));
    }
    else if (value.HasMember("position")) {
        node->setPosition(cocos2d::PointFromString(value["position"].GetString()));
    }

    if (value.HasMember("Node")) {
        
        int count=value["Node"].Size();
        for (int i=0; i<count; i++) {
            rapidjson::Value& nodeValue=value["Node"][i];
            if (!nodeValue.IsNull()&&nodeValue.HasMember("type")) {
                const char* type=nodeValue["type"].GetString();
                cocos2d::Node* child=nullptr;
                
                if (strcmp("Label", type)==0) {
                    child=initLabel(nodeValue);
                }
                else if (strcmp("Sprite", type)==0) {
                    child=initSprite(nodeValue);
                }
                else if (strcmp("Layer", type)==0) {
                    child=initLayer(nodeValue);
                }
                else if (strcmp("Button", type)==0) {
                    child=initButton(nodeValue);
                }
                else if (strcmp("TableView", type)==0){
                    child=initTable(nodeValue);
                }
                else if (strcmp("ProgressTimer", type)==0){
                    child=initTimer(nodeValue);
                }
                    
                
                if (child!=nullptr) {
                    node->addChild(child);

                    if (nodeValue.HasMember("name")) {
                        const char* name= nodeValue["name"].GetString();
                        __nodeNames.insert(std::make_pair(name, child));
                    }
                    
                    if (nodeValue.HasMember("scale")) {
                        cocos2d::Point point=cocos2d::PointFromString(nodeValue["scale"].GetString());
                        child->setScale(point.x, point.y);
                    }

                    if (nodeValue.HasMember("position")) {
                        child->setPosition(cocos2d::PointFromString(nodeValue["position"].GetString()));
                    }
                    
                    if (nodeValue.HasMember("anchorPoint")) {
                        child->setAnchorPoint(cocos2d::PointFromString(nodeValue["anchorPoint"].GetString()));
                    }
                    
                    if (nodeValue.HasMember("localZOrder")) {
                        child->setLocalZOrder(nodeValue["localZOrder"].GetInt());
                    }
                    
                    if (nodeValue.HasMember("globalOrder")) {
                        child->setGlobalZOrder(nodeValue["globalOrder"].GetInt());
                    }
                    
                    if (nodeValue.HasMember("visible")) {
                        child->setVisible(nodeValue["visible"].GetBool());
                    }

                    if (nodeValue.HasMember("tag")) {
                        child->setTag(nodeValue["tag"].GetInt());
                    }
                    
                    //如果声明了anchor,则按照新的规则布局
                    cocos2d::Point position1=nodeValue.HasMember("position")? cocos2d::PointFromString(nodeValue["position"].GetString()):cocos2d::Point::ZERO;
                    if (nodeValue.HasMember("anchor")) {
                        child->setPosition(getRealPosition(node->getContentSize(), position1, cocos2d::PointFromString(nodeValue["anchor"].GetString())));
                    }
                    else if (nodeValue.HasMember("position")) {
                        child->setPosition(position1);
                    }
                }
            }
        }
    }
}
Esempio n. 25
0
void HomeScreen::init()
{
	initSprite();
	initEffect();
}
Esempio n. 26
0
int main()
{


    // creates a window and GLES context
    if (makeContext() != 0)
        exit(-1);

    // all the shaders have at least texture unit 0 active so
    // activate it now and leave it active
    glActiveTexture(GL_TEXTURE0);

    flareTex = loadPNG("resources/textures/cloud.png");
	
	
    width = getDisplayWidth();
    height = getDisplayHeight();

    glViewport(0, 0, getDisplayWidth(), getDisplayHeight());

    // initialises glprint's matrix, shader and texture
    initGlPrint(getDisplayWidth(), getDisplayHeight());
    font1=createFont("resources/textures/font.png",0,256,16,16,16);
    initSprite(getDisplayWidth(), getDisplayHeight());
	

    fileid = 0;	
    loadfile();
    for (int i=0; i<max_flares; i++) {
        flares[i].x=rand_range(0,getDisplayWidth());
        flares[i].y=rand_range(0,getDisplayHeight());
        flares[i].vx=rand_range(0,10)-5;
        flares[i].vy=rand_range(0,10)-5;
    }
    /*for (int i=0; i<max_targets; i++) {
        targets[i].x=rand_range(0,getDisplayWidth());
        targets[i].y=rand_range(0,getDisplayHeight());
	targets[i].flares = 0;
    }*/

    /*for (int i=0; i<max_flares; i++) {
        flares[i].x=rand_range(0,getDisplayWidth());
        flares[i].y=rand_range(0,getDisplayHeight());
        flares[i].vx=rand_range(0,10)-5;
        flares[i].vy=rand_range(0,10)-5;
	flares[i].target = (int)rand_range(0,max_targets);
	targets[flares[i].target].flares ++;
    }*/


    // we don't want to draw the back of triangles
    // the blending is set up for glprint but disabled
    // while not in use
    glCullFace(GL_BACK);
    glEnable(GL_CULL_FACE);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
    glClearColor(0, 0.5, 1, 1);

    // count each frame
    int num_frames = 0;

    // set to true to leave main loop
    bool quit = false;
    
// get a pointer to the key down array
    keys = getKeys();
	int* mouse = getMouse();

    while (!quit) {		// the main loop

        doEvents();	// update mouse and key arrays

        if (keys[KEY_ESC])
            quit = true;	// exit if escape key pressed
        if (keys[KEY_SPACE])
            relocate_targets();	// exit if escape key pressed
        if (keys[KEY_RETURN])
            reassign_flares();	// exit if escape key pressed
        if (keys[KEY_S] && !lastkeys[KEY_S])
            save();	// exit if escape key pressed
        if (keys[KEY_CURSL] && !lastkeys[KEY_CURSL]){
            fileid--;
	    if (fileid <0) fileid = 0;
	    loadfile();	// exit if escape key pressed
	}
        if (keys[KEY_CURSR] && !lastkeys[KEY_CURSR]){
            fileid++;
	    loadfile();	// exit if escape key pressed
	}
        if (keys[KEY_C]){
            max_targets = 1;	// exit if escape key pressed
	    reassign_flares();    
	}
	lastkeys[KEY_S] = keys[KEY_S];
	lastkeys[KEY_CURSL] = keys[KEY_CURSL];
	lastkeys[KEY_CURSR] = keys[KEY_CURSR];
	
	mx = mouse[0];
	my = mouse[1];
	if(mouse[2] != 0){
		spawn_target(mx,my);
	}

	for (int i=0; i<RE_MULTIPLY; i++){
		random_events();
	}
	
	think();
        
        render();	// the render loop

        usleep(1600);	// no need to run cpu/gpu full tilt

    }

    closeContext();		// tidy up

    return 0;
}
Esempio n. 27
0
void Background::init()
{
	initSprite();
	initEffect();
}