// Called be the engine: draw the complete map here. protected func InitializeMap(proplist map) { // Retrieve the settings according to the MapSize setting. var map_size; if (SCENPAR_MapSize == 1) map_size = [48, 240]; if (SCENPAR_MapSize == 2) map_size = [48, 300]; if (SCENPAR_MapSize == 3) map_size = [48, 360]; // Set the map size. map->Resize(map_size[0], map_size[1]); // Draw the chine. var chine = DrawChine(map, 2 + SCENPAR_MapSize, SCENPAR_Difficulty); // Draw a small starting cave. DrawStartCave(map, chine); // Draw the top of the chine with waterfall and exit. DrawChineTop(map); // Return true to tell the engine a map has been successfully created. return true; }
void EventQueue::setTrue(const proplist& list, deque<Propagator*>& queue) { for (unsigned int i = 0; i < list.size(); ++i) { auto p = list[i]; if (!p->isQueued()) { p->notifyQueued(); queue.push_back(p); } } }
// Called be the engine: draw the complete map here. protected func InitializeMap(proplist map) { // Set the map size. map->Resize(240 + 40 * SCENPAR_MapSize, 120); // At which height the highway will be constructed. var highway_height = map.Hgt / 2; // Draw left island. map->DrawLeftIsland(map, highway_height); // Draw right island. map->DrawRightIsland(map, highway_height); // Draw middle island. map->DrawMiddleIsland(map, highway_height); // Draw small islands. map->DrawSmallIslands(map); // Return true to tell the engine a map has been successfully created. return true; }
global func FxIntInvincibleSaveScen(object obj, proplist fx, proplist props) { // this is invincible. Save to scenario. props->AddCall("Invincible", obj, "MakeInvincible", fx.allow_fire); return true; }
bool operator!=(proplist const & other) const { return h5e::check_error(H5Tequal(_self, other.hid()) <= 0); }
proplist(proplist const & other) { _self = h5e::check_error(H5Pcopy(other.hid())); };