コード例 #1
0
ファイル: FrotzCache.cpp プロジェクト: 0xPIT/microtouch
	u8* Get(u16 addr, bool w)
	{
		u8 prev = 0xFF;
		u8 slot = _head;
		for (;;)
		{
			if (_addrs[slot] == addr)	// LRU
			{
				_flags[slot] |= w;
				BringToFront(slot,prev);
				return PageData(slot);
			}
			if (_next[slot] == 0xFF)
				break;
			prev = slot;
			slot = _next[slot];
		}

		if (!w)
			return Seek(addr);

		BringToFront(slot,prev);	// keep
		return Miss(addr);
	}
コード例 #2
0
// 버서크 상태의 처리
void Berserk(
	int num_shot,   // 아군의 샷의 수
	int num_enemy,  // 적기의 갯수
	int num_bullet  // 탄(적기의 탄)의 갯수
) {
	static STATE_TYPE state=NORMAL;  // 메인 캐릭터의 상태(처음에는 보통 상태)
	static int energy=0;             // 에너지
	static int berserk_energy=100;   // 버서크 상태가 되기 위해
	                                 // 필요한 에너지
	static int time;                 // 버서크 효과의 잔여시간
	
	// 메인 캐릭터의 상태에 따라 분기
	switch (state) {
		
		// 보통 상태
		case NORMAL:

			// 보통 공격:
			// 구체적인 처리는 NormalAttack 함수에서 수행하기로 함.
			NormalAttack();

			// 탄이나 적기와 접촉 판정:
			// 부딪히면 피해를 받음.
			// 판정이나 결과의 구체적인 처리는 HitEnemy,
			// HitBullet, Miss 함수에서 각각 수행하기로 함.
			for (int i=0; i<num_enemy; i++)
				if (HitEnemy(i)) Miss();
			for (int i=0; i<num_bullet; i++)
				if (HitBullet(i)) Miss();

			// 아군 캐릭터가 쏜 샷과 접촉 판정:
			// 에너지를 모음.
			// 판정이나 결과의 구체적인 처리는 HitShot,
			// DeleteShot 함수에서 각각 수행하기로 함.
			for (int i=0; i<num_shot; i++) {
				if (HitShot(i)) {
					energy++;
					DeleteShot(i);
				}
			}

			// 에너지 양 판단:
			// 에너지가 충분히 모였으면
			// 버서크 상태로 이동함.
			// 에너지는 시간이 지남에 따라 저절로 감소됨.
			if (energy>=berserk_energy) {
				state=BERSERK;
				time=300;
			} else {
				energy--;
			}

			break;
		
		// 버서크 상태
		case BERSERK:

			// 특수 공격:
			// 구체적인 처리는 SpecialAttack 함수에서 수행하기로 함.
			SpecialAttack();

			// 적기나 탄과 접촉 판정:
			// 적기에는 피해를 주고 탄은 제거함.
			// 결과의 구체적인 처리는 DamageEnemy,
			// DeleteBullet 함수에서 각각 수행하기로 함.
			for (int i=0; i<num_enemy; i++)
				if (HitEnemy(i)) DamageEnemy(i);
			for (int i=0; i<num_bullet; i++)
				if (HitBullet(i)) DeleteBullet(i);
			
			// 남은 시간이 다 되었다면 약한 상태로 이동함.
			time--;
			if (time<=0) {
				state=WEAK;
				time=200;
			}
			
			break;
			
		// 약한 상태
		case WEAK:
			
			// 적기나 탄과 접촉 판정:
			// 맞으면 피해를 받음.
			for (int i=0; i<num_enemy; i++)
				if (HitEnemy(i)) Miss();
			for (int i=0; i<num_bullet; i++)
				if (HitBullet(i)) Miss();

			// 남은 시간이 다 되었다면 보통 상태로 이동함.
			time--;
			if (time<=0) {
				state=NORMAL;
				energy=0;
			}
			
			break;
	}
}
コード例 #3
0
void Scene::setbg_3(){
    QString load;
    if(difficulty==4)
        load=":/pics/pics/bg_oni.png";
    else if(difficulty==3)
        load=":/pics/pics/bg_hard.png";
    else if(difficulty==2)
        load=":/pics/pics/bg_normal.png";
    else
        load=":/pics/pics/bg_easy.png";
    QImage bg;
    bg.load(load);
    bg = bg.scaled(770,400);
    this->setBackgroundBrush(bg);
    text1->setText(title[s]);
    text1->setPos(488,9);
    addItem(text1);
    Map.setSongPlay(title[s]);
    track = new QMediaPlayer(this);
    track->setMedia(QUrl::fromLocalFile(QDir::toNativeSeparators(Map.trackPath)));
    VOL=(Map.map["SONGVOL"]-Map.map["SEVOL"])>0?(Map.map["SONGVOL"]-Map.map["SEVOL"]+50):70;
    track->setVolume(VOL);
    BPM=Map.map["BPM"];
    Map.getMap(title[s],Map.star[difficulty-1]);
    Map.convert(setRandom);
    if(setRandom==true){
        QPixmap ran;
        ran.load(":/pics/pics/optionicon_random.png");
        randomTag = new QGraphicsPixmapItem;
        randomTag->setPos(199,83);
        randomTag->setPixmap(ran);
        addItem(randomTag);
    }
    if(setAuto==true){
        QPixmap au;
        au.load(":/pics/pics/optionicon_auto.png");
        autoTag = new QGraphicsPixmapItem;
        autoTag->setPos(394,72);
        autoTag->setPixmap(au);
        addItem(autoTag);
    }
    if(set30secMode==true){
        QPixmap ctd;
        ctd.load(":/pics/pics/optionicon_demo.png");
        countdownTag = new QGraphicsPixmapItem;
        countdownTag->setPos(294,72);
        countdownTag->setPixmap(ctd);
        addItem(countdownTag);
        countdown = new QTimer(this);
        QObject::connect(countdown , SIGNAL(timeout()) , this , SLOT(secondsLeft()));
    }
    songMap=Map.songMap;
    foreach (QString i, songMap) {
        qDebug()<<i<<endl;
    }

    RD = new QTimer(this);
    LD = new QTimer(this);
    RK = new QTimer(this);
    LK = new QTimer(this);
    rdp = new QGraphicsPixmapItem;ldp = new QGraphicsPixmapItem;
    rkp = new QGraphicsPixmapItem;lkp = new QGraphicsPixmapItem;
    QPixmap res;
    res.load(":/pics/pics/rd.png");
    rdp->setPixmap(res);rdp->setPos(147,123);
    res.load(":/pics/pics/ld.png");
    ldp->setPixmap(res);ldp->setPos(106,123);
    res.load(":/pics/pics/rk.png");
    rkp->setPixmap(res);rkp->setPos(147,124);
    res.load(":/pics/pics/lk.png");
    lkp->setPixmap(res);lkp->setPos(105,124);
    for(int i=0;i<4;i++){
        add[i]=false;
    }
    QObject::connect(this , SIGNAL(PlayRdong()) , this , SLOT(playRdong()));
    QObject::connect(this , SIGNAL(PlayLdong()) , this , SLOT(playLdong()));
    QObject::connect(this , SIGNAL(PlayRka()) , this , SLOT(playRka()));
    QObject::connect(this , SIGNAL(PlayLka()) , this , SLOT(playLka()));
    QObject::connect(RD , SIGNAL(timeout()) , this , SLOT(playRdong()));
    QObject::connect(LD , SIGNAL(timeout()) , this , SLOT(playLdong()));
    QObject::connect(RK , SIGNAL(timeout()) , this , SLOT(playRka()));
    QObject::connect(LK , SIGNAL(timeout()) , this , SLOT(playLka()));    

    AniTimer1 = new QTimer(this);
    QObject::connect(AniTimer1 , SIGNAL(timeout()) , this , SLOT(moveJudgement()));
    QObject::connect(AniTimer1 , SIGNAL(timeout()) , this , SLOT(FlySoul()));
    QObject::connect(AniTimer1 , SIGNAL(timeout()) , this , SLOT(MidSoul()));
    QObject::connect(AniTimer1 , SIGNAL(timeout()) , this , SLOT(WalkSoul()));

    QObject::connect(this , SIGNAL(Great()) , this , SLOT(GenGreat()));
    QObject::connect(this , SIGNAL(Good()) , this , SLOT(GenGood()));
    QObject::connect(this , SIGNAL(Miss()) , this , SLOT(GenMiss()));
    QObject::connect(this , SIGNAL(Combo()) , this , SLOT(ShowCombo()));
    QObject::connect(this , SIGNAL(Score()) , this , SLOT(ShowScore()));
    QObject::connect(this , SIGNAL(Jump()) , this , SLOT(donJump()));
    QObject::connect(this , SIGNAL(SoulF()) , this , SLOT(GenFlySoul()));
    QObject::connect(this , SIGNAL(SoulM()) , this , SLOT(GenMidSoul()));
    QObject::connect(this , SIGNAL(SoulW()) , this , SLOT(GenWalkSoul()));

    ex1.load(":/pics/pics/explosion_s4.png");
    AniTimer2 = new QTimer(this);
    QObject::connect(AniTimer2 , SIGNAL(timeout()) , this , SLOT(RemoveExplode()));
    QObject::connect(this , SIGNAL(Explode()) , this , SLOT(GenExplode()));

    AniTimer3 = new QTimer(this);
    QObject::connect(AniTimer3 , SIGNAL(timeout()) , this , SLOT(Jumper()));
    jumper = new QGraphicsPixmapItem;
    jumper->setPos(0,0);
    addItem(jumper);

    AniTimer4 = new QTimer(this);
    QObject::connect(AniTimer4 , SIGNAL(timeout()) , this , SLOT(Dance()));
    loadDancerPic();
    createDanceItem();

    great=0;good=0;miss=0;
    combo=0;maxcombo=0;soul=0,score=0;
    secLeft=30;jumpPicNum=1;
    msec=60000/BPM/4+2;
    test=60000/BPM/16;
    waitfor=109*test/2+Map.map["OFFSET"]*1000;
    for(int i=0;i<10;i++){
        numberPic[i].load(":/pics/pics/number_"+QString::number(i)+".png");
    }
    for(int i=0;i<10;i++){
        ctdnumberPic[i].load(":/pics/pics/number_"+QString::number(i)+".png");
    }
    for(int i=0;i<10;i++){
        scorenumberPic[i].load(":/pics/pics/scorenumber_"+QString::number(i)+".png");
    }
    for(int i=50;i<1000;i+=100){
        QSound *so;
        QString c;
        c=QString::number(i);
        so = new QSound(":/sound/sound/voice_"+c+"combo.wav");
        comTrack.push_back(so);
        if(i==50)i+=50;
    }
    for(int i=0;i<3;i++){
        jumpPic[i].load(":/pics/pics/playerchar_normal"+QString::number(i+1)+".png");
        jumpPic[i] = jumpPic[i].scaled(jumpPic[i].width()*1.48,jumpPic[i].height()*1.48);
    }
    //Etimer = new QElapsedTimer;
    //Etimer->start();

    timer = new QTimer(this);
    QObject::connect(timer , SIGNAL(timeout()) , this , SLOT(stopWait()));
    timer1 = new QTimer(this);
    timer2 = new QTimer(this);
    timer3 = new QTimer(this);
    cout<<"msec: "<<msec<<endl;
    cout<<"waitfor: "<<waitfor<<endl;
    QObject::connect(timer2 , SIGNAL(timeout()) , this , SLOT(Generate()));
    if(setAuto==false)
        QObject::connect(timer1 , SIGNAL(timeout()) , this , SLOT(Move()));
    else
        QObject::connect(timer1 , SIGNAL(timeout()) , this , SLOT(Auto()));

    QObject::connect(timer3 , SIGNAL(timeout()) , this , SLOT(startWave()));
    if(waitfor<0){
        track->play();
        timer->start(-waitfor);
        waitfor=0;
    }
    else
        timer->start(0);
}
コード例 #4
0
ファイル: JESBDTVars.cpp プロジェクト: leggat/tWIHEPFramework
void JESBDTVars::FillBranches(EventContainer * evtObj){

  //Evaluate each distribution once per JES shift
  for (int i = 0; i < evtObj->jets[0].GetNumberOfJESCorrections(); i++){
    //First let's clear the things we already have
    selectedJet.clear();
    Jet2040.clear();
    BJet.clear();
    UntaggedJet.clear();

    //And make a dummy variable here
    Jet tempJet;
    TLorentzVector tempjet(0,0,0,0);

    //Number of loose jets
    for (auto jet : evtObj->alljets){
      tempJet = jet;
      TLorentzVector tempmet(0,0,0,0);
      tempJet.ShiftPtWithJESCorr(i,&tempmet);
      if (tempJet.Pt() > 20 && tempJet.Pt() < 40) Jet2040.push_back(tempJet);
    }

    for (auto jet : evtObj->jesShiftedJets[i]){
      selectedJet.push_back(jet);
      if (jet.IsTagged()) BJet.push_back(jet);
      else UntaggedJet.push_back(jet);
    }

    //Now set up the lepton and met variables
    TLorentzVector Lepton(00,0,0,0);
    TLorentzVector Miss(00,0,0,0);
    TLorentzVector Wlv(0,0,0,0);
    
    Miss = evtObj->metVecsJESShifted[i];

    if (evtObj->electronsToUsePtr->size() > 0){ // if this number is >0 we're in the electron channel. Otherwise use muons
      Lepton.SetPtEtaPhiE(evtObj->electronsToUsePtr->at(0).Pt(),evtObj->electronsToUsePtr->at(0).Eta(),evtObj->electronsToUsePtr->at(0).Phi(),evtObj->electronsToUsePtr->at(0).E());
    }
    else{
      Lepton.SetPtEtaPhiE(evtObj->muonsToUsePtr->at(0).Pt(),evtObj->muonsToUsePtr->at(0).Eta(),evtObj->muonsToUsePtr->at(0).Phi(),evtObj->muonsToUsePtr->at(0).E());
    }
    Wlv = Lepton+Miss;
   
    TLorentzVector W(0,0,0,0), Top(0,0,0,0);
    for (auto jet : UntaggedJet){
      W = W + jet;
    }

    TLorentzVector totalJets(0,0,0,0);
    for (auto jet : selectedJet){
      totalJets += jet;
    }

    //That should be all of the things we need to make the BDT variables, so let's make the variables now.
    _floatVecVars["M_DeltaRBJetLepton_JESShifts"][i] = fabs(BJet[0].DeltaR(Lepton));
    if (UntaggedJet.size() > 1) _floatVecVars["M_DeltaRlightjets_JESShifts"][i] = UntaggedJet.at(0).DeltaR(UntaggedJet.at(1));
    
    if (BJet[0].DeltaR(Lepton) > BJet[0].DeltaR(W)){
      _floatVecVars["M_topMass2_lep_JESShifts"][i] = -1;
    }
    else{
      Top = W + BJet[0];
      _floatVecVars["M_topMass2_lep_JESShifts"][i] = Top.M();
    }
    _floatVecVars["M_Pt_Lepton_JESShifts"][i] = Lepton.Pt();
  
  _floatVecVars["M_Pt_AllJetsLeptonMET_JESShifts"][i] = (Lepton + Miss + totalJets).Pt();

  _floatVecVars["M_DeltaRLeptonJet1_JESShifts"][i] = fabs(selectedJet.at(0).DeltaR(Lepton));
  
  if (selectedJet.size() > 2) _floatVecVars["M_Mass_Jet1Jet2Jet3LeptonMET_JESShifts"][i] = (selectedJet[0] + selectedJet[1] + selectedJet[2]).M();

  _floatVecVars["M_hadronicWmass_JESShifts"][i] = W.M();

  _floatVecVars["lightJet1CSV_JESShifts"][i] = UntaggedJet[0].GetbDiscriminator();

  }

  


}