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; }
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); }
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); }
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 }
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(); }
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; }
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); }
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; }
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; }
/** 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); }
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; }
/** * @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); }
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; }
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; }
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; }
O2Gft::O2Gft(QObject *parent): O2Google(parent) { setScope(GftScope); }
JSCallee::JSCallee(VM& vm, JSScope* scope, Structure* structure) : Base(vm, structure) { setScope(vm, scope); }
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; }