/** * @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); }
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; }/**/ }
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; } }