Esempio n. 1
0
/**
 *	@brief		search 3x4 -> 3x3
 *	@param[in]	ac_InitState		state on start
 *	@param[out]	ac_MidState			state on first search end
 *	@param[in]	ac_MoveLog			space moved log
 */
void	search3x4(char* ac_InitState, char* ac_MidState, char* ac_MoveLog)
{
    char	ac_MoveState[FIELD_SIZE];

    printState((char(*)[FIELD_WIDTH])ac_InitState);

    moveState(ac_MoveState, ac_InitState, ac_MoveLog);

    printf("moved :\n");
    printState((char(*)[FIELD_WIDTH])ac_MoveState);

    convertState(ac_MidState, ac_MoveState);

    printf("converted :\n");
    printState((char(*)[FIELD_WIDTH])ac_MidState);
}
Esempio n. 2
0
void gkGamePlayer::update(gkScalar delta)
{

	if (!m_textInit)
	{
		m_textInit = true;
		setInitialText();
	}

	m_input->updateInputState();
	if (m_camera)
		m_input->moveCamera();

	gkFSM::update();


	switch (getState())
	{
		
	case GK_PLAY_IDLE:
		idleState();
		break;
	case GK_PLAY_WALK:
	case GK_PLAY_RUN:
		moveState();
		break;
	case GK_PLAY_JUMP:
		jumpState();
		break;
	case GK_PLAY_LAND:
		landState();
		break;
	case GK_PLAY_ATTACK_COMBO:
		comboState();
		break;
	case GK_PLAY_RUN_ATTACK_0:
	case GK_PLAY_ATTACK_0:
		whipState();
		break;
	case GK_PLAY_RUN_ATTACK_1:
	case GK_PLAY_ATTACK_1:
		kickState();
		break;
	}/**/
}
Esempio n. 3
0
void StateMachine::updateTaskToFailed(string taskId)
{
  auto it = taskMap.find(taskId);
  if (it != taskMap.end()) {
    LOG(INFO) << "Update the taskState to Failed for " << taskId;
    TaskState& taskState = taskMap[taskId];
    updateCounters(taskState.taskType,
        taskState.currentStatus,
        Status::FAILED);
    taskState.currentStatus = Status::FAILED;
    LOG(INFO) << "After update: ";
    LOG(INFO) << taskState.toString();
    moveState();
  } else {
    LOG(ERROR) << "No value found in taskMap with key: " << taskId;
  }

}