Esempio n. 1
0
bool ArrowTower::init()
{
	if (!TowerBase::init())
	{
		return false;
	}

	setScope(120);
	setLethality(1);
	setTowerValue(120);
	setRate(3);
	setLevel(0);
	setTowerType(0);



	auto ll = getLevel();
	if( ll == 0 )
	{
		tower= Sprite::createWithSpriteFrameName("tower1.png");
	}
	else if ( ll == 1)
	{
		tower= Sprite::createWithSpriteFrameName("tower2.png");
	}
	else 
	{
		tower= Sprite::createWithSpriteFrameName("tower3.png");
	}
	this->addChild(tower);
	schedule(schedule_selector(ArrowTower::rotateAndShoot), 0.8f);
	return true;
}
Esempio n. 2
0
ProblemModel::ProblemModel(QObject * parent, ProblemStore *store)
  : QAbstractItemModel(parent)
  , d(new ProblemModelPrivate(store))
{
    if (!d->m_problems) {
        d->m_problems.reset(new FilteredProblemStore());
        d->m_features = ScopeFilter | SeverityFilter | Grouping | CanByPassScopeFilter;
    }

    setScope(CurrentDocument);

    connect(ICore::self()->documentController(), &IDocumentController::documentActivated, this, &ProblemModel::setCurrentDocument);
    connect(ICore::self()->documentController(), &IDocumentController::documentClosed, this, &ProblemModel::closedDocument);
    /// CompletionSettings include a list of todo markers we care for, so need to update
    connect(ICore::self()->languageController()->completionSettings(), &ICompletionSettings::settingsChanged, this, &ProblemModel::forceFullUpdate);

    if (ICore::self()->documentController()->activeDocument()) {
        setCurrentDocument(ICore::self()->documentController()->activeDocument());
    }

    connect(d->m_problems.data(), &ProblemStore::beginRebuild, this, &ProblemModel::onBeginRebuild);
    connect(d->m_problems.data(), &ProblemStore::endRebuild, this, &ProblemModel::onEndRebuild);

    connect(d->m_problems.data(), &ProblemStore::problemsChanged, this, &ProblemModel::problemsChanged);
}
Esempio n. 3
0
File: o2gft.cpp Progetto: Sky/o2
O2Gft::O2Gft(QObject *parent): O2(parent)
{
    setRequestUrl(GftEndpoint);
    setTokenUrl(GftTokenUrl);
    setRefreshTokenUrl(GftRefreshUrl);
    setScope(GftScope);
}
DeclaredFunctionImp::DeclaredFunctionImp(ExecState *exec, const Identifier &n,
					 FunctionBodyNode *b, const ScopeChain &sc)
  : FunctionImp(exec,n), body(b)
{
  Value protect(this);
  body->ref();
  setScope(sc);
}
Esempio n. 5
0
File: module.c Progetto: smunix/ldc
void Module::importAll(Scope *prevsc)
{
    //printf("+Module::importAll(this = %p, '%s'): parent = %p\n", this, toChars(), parent);

    if (scope)
        return;                 // already done

    /* Note that modules get their own scope, from scratch.
     * This is so regardless of where in the syntax a module
     * gets imported, it is unaffected by context.
     * Ignore prevsc.
     */
    Scope *sc = Scope::createGlobal(this);      // create root scope

    // Add import of "object" if this module isn't "object"
    if (ident != Id::object)
    {
        if (members->dim == 0 || ((Dsymbol *)members->data[0])->ident != Id::object)
        {
            Import *im = new Import(0, NULL, Id::object, NULL, 0);
            members->shift(im);
        }
    }

    if (!symtab)
    {
        // Add all symbols into module's symbol table
        symtab = new DsymbolTable();
        for (int i = 0; i < members->dim; i++)
        {
            Dsymbol *s = (Dsymbol *)members->data[i];
            s->addMember(NULL, sc->scopesym, 1);
        }
    }
    // anything else should be run after addMember, so version/debug symbols are defined

    /* Set scope for the symbols so that if we forward reference
     * a symbol, it can possibly be resolved on the spot.
     * If this works out well, it can be extended to all modules
     * before any semantic() on any of them.
     */
    setScope(sc);               // remember module scope for semantic
    for (int i = 0; i < members->dim; i++)
    {   Dsymbol *s = (Dsymbol *)members->data[i];
        s->setScope(sc);
    }

    for (int i = 0; i < members->dim; i++)
    {
        Dsymbol *s = (Dsymbol *)members->data[i];
        s->importAll(sc);
    }

    sc = sc->pop();
    sc->pop();          // 2 pops because Scope::createGlobal() created 2
}
Esempio n. 6
0
void blockOopClass::remap(Map* newMap, frame* newHome) {
  LOG_EVENT3("remapping block %#lx from %#lx/%#lx...",
             this, map(), scope(true));
  LOG_EVENT2("...to %#lx/%#lx", newMap, newHome);
  set_map(newMap);
  setScope(newHome->block_scope_of_home_frame());
  // debugging aid: set block's hash (almost all blocks have an uninitialized
  // hash value, so if a block has a hash it's likely to be a remapped block)
  identity_hash();
}
Esempio n. 7
0
int SafetVariable::qt_metacall(QMetaObject::Call _c, int _id, void **_a)
{
    _id = SafetXmlObject::qt_metacall(_c, _id, _a);
    if (_id < 0)
        return _id;
    
#ifndef QT_NO_PROPERTIES
     if (_c == QMetaObject::ReadProperty) {
        void *_v = _a[0];
        switch (_id) {
        case 0: *reinterpret_cast< QString*>(_v) = id(); break;
        case 1: *reinterpret_cast< QString*>(_v) = tokenlink(); break;
        case 2: *reinterpret_cast< QString*>(_v) = scope(); break;
        case 3: *reinterpret_cast< QString*>(_v) = type(); break;
        case 4: *reinterpret_cast< QString*>(_v) = config(); break;
        case 5: *reinterpret_cast< QString*>(_v) = source(); break;
        case 6: *reinterpret_cast< QString*>(_v) = documentsource(); break;
        case 7: *reinterpret_cast< QString*>(_v) = description(); break;
        case 8: *reinterpret_cast< QString*>(_v) = rolfield(); break;
        case 9: *reinterpret_cast< QString*>(_v) = timestampfield(); break;
        }
        _id -= 10;
    } else if (_c == QMetaObject::WriteProperty) {
        void *_v = _a[0];
        switch (_id) {
        case 0: setId(*reinterpret_cast< QString*>(_v)); break;
        case 1: setTokenlink(*reinterpret_cast< QString*>(_v)); break;
        case 2: setScope(*reinterpret_cast< QString*>(_v)); break;
        case 3: setType(*reinterpret_cast< QString*>(_v)); break;
        case 4: setConfig(*reinterpret_cast< QString*>(_v)); break;
        case 5: setSource(*reinterpret_cast< QString*>(_v)); break;
        case 6: setDocumentsource(*reinterpret_cast< QString*>(_v)); break;
        case 7: setDescription(*reinterpret_cast< QString*>(_v)); break;
        case 8: setRolfield(*reinterpret_cast< QString*>(_v)); break;
        case 9: setTimestampfield(*reinterpret_cast< QString*>(_v)); break;
        }
        _id -= 10;
    } else if (_c == QMetaObject::ResetProperty) {
        _id -= 10;
    } else if (_c == QMetaObject::QueryPropertyDesignable) {
        _id -= 10;
    } else if (_c == QMetaObject::QueryPropertyScriptable) {
        _id -= 10;
    } else if (_c == QMetaObject::QueryPropertyStored) {
        _id -= 10;
    } else if (_c == QMetaObject::QueryPropertyEditable) {
        _id -= 10;
    } else if (_c == QMetaObject::QueryPropertyUser) {
        _id -= 10;
    }
#endif // QT_NO_PROPERTIES
    return _id;
}
Esempio n. 8
0
static void
makeTagWithUpdatingScope (xmlNode *node,
			  const struct sTagXpathMakeTagSpec *spec,
			  struct sTagEntryInfo *tag,
			  void *userData)
{
	int *corkIndex = userData;


	if (*corkIndex == CORK_NIL)
		/* mark tag as an entry point */
		;
	setScope (tag, *corkIndex);

	*corkIndex = makeTagEntry (tag);
}
Esempio n. 9
0
bool ArrowTower::init() {
    setScope(90);
    setLethality(1);
    setRate(2);

    auto baseplate = Sprite::createWithSpriteFrameName("baseplate.png");
    addChild(baseplate);

    rotateArrow = Sprite::createWithSpriteFrameName("arrow.png");
    rotateArrow->setPosition(Vec2(0,baseplate->getContentSize().height/4));
    addChild(rotateArrow);

    schedule(CC_CALLBACK_1(ArrowTower::rotateAndShoot, this),0.5, "shoot");

    return true;
}
Esempio n. 10
0
bool AttackTower::init()
{
    if (!TowerBase::init())
	{
		return false;
	}
    
    setScope(90);
	setTowerValue(200);
    setLethality(1);
    setRate(2);
    tower= Sprite::createWithSpriteFrameName("attackTower.png");
    this->addChild(tower);
    
    schedule(schedule_selector(AttackTower::shoot), 0.8f);
	return true;
}
Esempio n. 11
0
/** Set a Multicast socket */
void setSendSocket(int sock, uint8_t ttl)
{
#ifdef PROXY_MULTICAST
    if (mup.active)
    {
        setNoBlocking(sock);
        return;
    }
#endif

    setScope(sock, ttl);
#if NEEDLOOPBACK
    setLoopback(sock); // loopback
#else
    setNoLoopback(sock); // no loopback (default)
#endif
    setNoBlocking(sock);
}
Esempio n. 12
0
bool SimpleMageTowerlvl2::init()
{
	if (!Sprite::init())
	{
		return false;
	}
	setTowerType(MAGE_2);
	setLevel(2);
	addTerrain();
	initTower(2);
	setListener();
	setScope(180.0f);
	setUpdateMoney(240);
	setBuildMoney(260);
	isUpdateMenuShown = false;
	schedule(schedule_selector(SimpleMageTowerlvl2::shoot), 2.0f);
	SoundManager::playMageTower2Ready();
	return true;
}
Esempio n. 13
0
/**
 * @brief EditEntityDialog::init
 */
void EditEntityDialog::init()
{
    Q_ASSERT(m_Type);
    Q_ASSERT(m_Scope);
    Q_ASSERT(m_Project);

    ui->leName->setText(m_Type->name());

    setType();

    auto &&db = m_Project->database();
    for(auto &&scope : db->scopes())
        ui->cbScopes->addItem(scope->name(), QVariant::fromValue(scope));
    setScope();

    setButtonLabel(ui->pbNewComponent, ui->lstMembers->currentItem());
    configure(ui, m_Type);

    ui->tbRedo->setEnabled(false);
    ui->tbUndo->setEnabled(false);
}
Esempio n. 14
0
bool AttackTower2::init()
{
    if (!TowerBase::init())
	{
		return false;
	}
    
    setScope(120);
	setTowerValue(150);
    setLethality(6);
    setRate(2);
	setLevel(0);
	setTowerType(1);
	//add by  
    //tower= Sprite::createWithSpriteFrameName("attackTower.png");
	tower= Sprite::createWithSpriteFrameName("tower2_2.png");
    this->addChild(tower);
    
    schedule(schedule_selector(AttackTower2::shoot), 0.8f);
	return true;
}
Esempio n. 15
0
bool ArrowTower::init()
{
    if (!TowerBase::init())
	{
		return false;
	}
    
    setScope(90);
    setLethality(2);
	setTowerValue(250);
    setRate(2);
    auto baseplate = Sprite::createWithSpriteFrameName("baseplate.png");
    addChild(baseplate);
    
    rotateArrow = Sprite::createWithSpriteFrameName("arrow.png");
    rotateArrow->setPosition(0, baseplate->getContentSize().height /4  );
    addChild(rotateArrow);
    
    schedule(schedule_selector(ArrowTower::rotateAndShoot), 0.8f);
	return true;
}
Esempio n. 16
0
bool ArchMageTower::init()
{
	if (!Sprite::init())
	{
		return false;
	}
	setTowerType(ARCHMAGE);
	DelayBullet[0] = NULL;
	DelayBullet[1] = NULL;
	DelayBullet[2] = NULL;
	setLevel(4);
	addTerrain();
	initTower(4);
	setListener();
	setScope(220.0f);
	setBuildMoney(730);
	isUpdateMenuShown = false;
	SoundManager::playArchmageReady();
	schedule(schedule_selector(ArchMageTower::Attack), 2.0f);
	schedule(schedule_selector(ArchMageTower::AtTwister), 7.0f);
	return true;
}
bool ArtilleryTower::init()
{
	if (!Sprite::init()) //如果忘记了这句话则会在runApplication报错
	{
		return false;
	}
	
	setScope(300);
	setAttack(2);
	setRate(2);
	setIsSelected(false);
	setTowerType(1);
	setGrade(0);//开始没有等级
	setPower(0);//塔消耗电力
	setMove(false);//开始不处于移动状态
	setIsPowerEnough(true);//开始状态电力足够
	setIsPowerConsumption(false);//该塔耗电

	basePlate = Sprite::createWithSpriteFrameName("fort1.png"); //塔的基座
	addChild(basePlate,2);
	//log("111111111111111");
	rotateArtillery = Sprite::createWithSpriteFrameName("fort2.png");  //塔的弓箭
	rotateArtillery->setPosition(0, 0);
	rotateArtillery->setRotation(270);
	addChild(rotateArtillery,3);

	//这个不能少,虽然不显示,这是因为这个炮塔比较特殊,是由2个sprite拼接而成的
	towerSprite = Sprite::create("towerItem/Item2.png");
	addChild(towerSprite);
	towerSprite->setVisible(false);

	gradeSprite = Sprite::create("level1.png");
	gradeSprite->setScale(2);
	gradeSprite->setAnchorPoint(Point(0, 0));
	gradeSprite->setPosition(this->getPosition().x + 60, -towerSprite->getBoundingBox().size.height / 2-10);
	gradeSprite->setOpacity(0);//开始让其不可见
	addChild(gradeSprite, 6);

	//沉默图片
	noAttackSprite = Sprite::create("noSpeak.png");
	noAttackSprite->setScale(0.9);
	noAttackSprite->setAnchorPoint(Point(0.5, 0));
	noAttackSprite->setPosition(towerSprite->getBoundingBox().size.width / 2 - 70, towerSprite->getBoundingBox().size.height - 60);
	addChild(noAttackSprite, 8);
	noAttackSprite->setVisible(false);

	//血量条背景图片
	towerHpSprite = Sprite::create("manaBarBg.png");
	towerHpSprite->setPosition(towerSprite->getPosition() + Point(0, 100));
	towerHpSprite->setScale(0.8);
	addChild(towerHpSprite, 10);
	//炮塔血量
	hp = 2;
	maxHp = 2;
	//炮塔血量进度条
	towerHp = ProgressTimer::create(Sprite::create("soldierProduceTimeBar.png")); //参数是一个图片sprite
	towerHp->setScaleX(2);
	towerHp->setScaleY(5.2);
	towerHp->setType(ProgressTimer::Type::BAR);
	towerHp->setMidpoint(Point(0, 0.5f));
	towerHp->setBarChangeRate(Point(1, 0));
	towerHp->setPercentage(100);
	towerHp->setPosition(Point(towerHpSprite->getContentSize().width / 2, towerHpSprite->getContentSize().height / 3 * 2 - 10));
	towerHpSprite->addChild(towerHp, 5);
	//初始化不可见
	towerHp->setVisible(false);
	towerHpSprite->setVisible(false);

    schedule(schedule_selector(ArtilleryTower::rotateAndShoot), 0.5f); //别忘了调用函数,时间间隔越小,炮塔旋转越平滑
	schedule(schedule_selector(ArtilleryTower::shoot), 2.5f);
	
	addTouch();

	return true;
}
Esempio n. 18
0
File: o2gft.cpp Progetto: pipacs/o2
O2Gft::O2Gft(QObject *parent): O2Google(parent) {
    setScope(GftScope);
}
Esempio n. 19
0
JSCallee::JSCallee(VM& vm, JSScope* scope, Structure* structure)
    : Base(vm, structure)
{
    setScope(vm, scope);
}
Esempio n. 20
0
void Module::importAll(Scope *prevsc)
{
    //printf("+Module::importAll(this = %p, '%s'): parent = %p\n", this, toChars(), parent);

    if (scope)
        return;                 // already done

    if (isDocFile)
    {
        error("is a Ddoc file, cannot import it");
        return;
    }

    /* Note that modules get their own scope, from scratch.
     * This is so regardless of where in the syntax a module
     * gets imported, it is unaffected by context.
     * Ignore prevsc.
     */
    Scope *sc = Scope::createGlobal(this);      // create root scope

    // Add import of "object", even for the "object" module.
    // If it isn't there, some compiler rewrites, like
    //    classinst == classinst -> .object.opEquals(classinst, classinst)
    // would fail inside object.d.
    if (members->dim == 0 || ((*members)[0])->ident != Id::object)
    {
        Import *im = new Import(Loc(), NULL, Id::object, NULL, 0);
        members->shift(im);
    }

    if (!symtab)
    {
        // Add all symbols into module's symbol table
        symtab = new DsymbolTable();
        for (size_t i = 0; i < members->dim; i++)
        {
            Dsymbol *s = (*members)[i];
            s->addMember(NULL, sc->scopesym, 1);
        }
    }
    // anything else should be run after addMember, so version/debug symbols are defined

    /* Set scope for the symbols so that if we forward reference
     * a symbol, it can possibly be resolved on the spot.
     * If this works out well, it can be extended to all modules
     * before any semantic() on any of them.
     */
    setScope(sc);               // remember module scope for semantic
    for (size_t i = 0; i < members->dim; i++)
    {
        Dsymbol *s = (*members)[i];
        s->setScope(sc);
    }

    for (size_t i = 0; i < members->dim; i++)
    {
        Dsymbol *s = (*members)[i];
        s->importAll(sc);
    }

    sc = sc->pop();
    sc->pop();          // 2 pops because Scope::createGlobal() created 2
}
/** Sets the hash code of the group (scope) to the outgoing message using a string **/
void LithneClass::setScope( String _scope )
{
	setScope( hash( _scope ) );
}
bool AntiVisibleTower::init()
{
	if (!Sprite::init()) //如果忘记了这句话则会在runApplication报错
	{
		return false;
	}
	
	instance = GameManager::getInstance();   

	setScope(300);
	setAttack(0);
	setRate(5);//4秒钟开火一次
	setTowerType(3);
	setIsSelected(false);
	setGrade(0);//开始没有等级
	setPower(40);//塔消耗电力
	setMove(false);//开始不处于移动状态
	setIsPowerEnough(true);//开始状态电力足够
	setIsPowerConsumption(true);//该塔耗电
	nearestEnemy = nullptr;

	towerSprite = Sprite::create("towerItem/Item99.png");
	addChild(towerSprite, 5);

	gradeSprite = Sprite::create("level1.png");
	gradeSprite->setAnchorPoint(Point(0, 0));
	gradeSprite->setPosition(this->getPosition().x + 10, -towerSprite->getBoundingBox().size.height / 2);
	gradeSprite->setOpacity(0);//开始让其不可见
	addChild(gradeSprite, 6);

	noPowerSprite = Sprite::create("noPower.png");
	noPowerSprite->setAnchorPoint(Point(0.5, 0));
	noPowerSprite->setScale(1.4);
	noPowerSprite->setPosition(towerSprite->getBoundingBox().size.width / 2 - 70, towerSprite->getBoundingBox().size.height - 40);
	noPowerSprite->setVisible(false);
	addChild(noPowerSprite, 7);

	//血量条背景图片
	towerHpSprite = Sprite::create("manaBarBg.png");
	towerHpSprite->setPosition(noPowerSprite->getPosition()-Point(0,25));
	towerHpSprite->setScale(0.8);
	addChild(towerHpSprite, 10);
	//炮塔血量
	hp = 4;
	//炮塔血量进度条
	towerHp = ProgressTimer::create(Sprite::create("soldierProduceTimeBar.png")); //参数是一个图片sprite
	towerHp->setScaleX(2);
	towerHp->setScaleY(5.2);
	towerHp->setType(ProgressTimer::Type::BAR);
	towerHp->setMidpoint(Point(0, 0.5f));
	towerHp->setBarChangeRate(Point(1, 0));
	towerHp->setPercentage(100);
	towerHp->setPosition(Point(towerHpSprite->getContentSize().width / 2, towerHpSprite->getContentSize().height / 3 * 2 - 10));
	towerHpSprite->addChild(towerHp, 5);
	//初始化不可见
	towerHp->setVisible(false);
	towerHpSprite->setVisible(false);

	schedule(schedule_selector(AntiVisibleTower::shoot), 0.1f);
	schedule(schedule_selector(AntiVisibleTower::checkNearestEnemy), 0.2);
	addTouch();//添加触摸事件 

	return true;
}