コード例 #1
0
bool StageManager::changeRoom(int roomNum, cocos2d::Point pos)
{
	_ASSERT(m_GameScene != nullptr);
	auto layer = m_GameScene->getGameLayer();
	auto ui = m_GameScene->getUILayer();
	_ASSERT(layer != nullptr && ui != nullptr);
	layer->changeRoom(roomNum, pos);
	cocos2d::log("Current Room %d", roomNum);
	static_cast<GameSceneUILayer*>( ui )->setMapUI(m_CurrentStageNum, roomNum);
	return true;
}
コード例 #2
0
void WidgetChat::on_listViewChatRooms_pressed(QModelIndex index)
{
	switch (QApplication::mouseButtons ())
	{
	case Qt::LeftButton:
		emit changeRoom(index.row());
		break;
	case Qt::RightButton:
		break;
	default:
		break;
	}
}
コード例 #3
0
ファイル: game.cpp プロジェクト: suhhmin/comp-projects-1
// @author Andre Allan Ponce
// we only go to this if we actually move
void Game::movePlayer(int move, Location* currRoom){
	int xOld = player->getRoomLocX();
	int yOld = player->getRoomLocY();
	cout << "X:" << currX << "," << currY << "\n";
	cout << "xr:" << xOld << "," << yOld << "\n";
	//int xNew, yNew;
	switch(move){
	case MOVE_LEFT:{
		player->moveLeft();
		break;
	}
	case MOVE_UP:{
		player->moveUp();
		break;
	}
	case MOVE_RIGHT:{
		player->moveRight();
		break;
	}
	case MOVE_DOWN:{
		player->moveDown();
		break;
	}
	}
	if(currRoom->movePlayer(xOld,yOld,PLAYER_SYMBOL,player->getRoomLocX(),player->getRoomLocY())){
		int xNewPlay = player->getRoomLocX();
		int yNewPlay = player->getRoomLocY();
		if(isLocAtEdge(xNewPlay,yNewPlay,currRoom) > 0){
			currRoom->resetSpace(xNewPlay,yNewPlay,currRoom->EMPTY_SPACE);
			changeRoom(move);
			player->setBoardLocX(currX);
			player->setBoardLocY(currY);
			placePlayerInNewRoom(move, player, PLAYER_SYMBOL);
		}
	}
	else{
		player->setRoomLocX(xOld);
		player->setRoomLocY(yOld);
	}
}