void TapSprite::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent) { if(status->getWaitFlg()) return; if(redlineSprite){ redlineSprite->stopAction(wait); } finishMove(); }
MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::MainWindow) { ui->setupUi(this); this->setStyleSheet("background-color: white;"); for (int i=0; i<10; i++) { for (int j=0; j<10; j++) { b[i][j]= new Blank(i,j,this); connect(b[i][j], SIGNAL(Click(int,int)), this, SLOT(button_clicked(int, int))); connect(b[i][j], SIGNAL(finishMove()), this, SLOT(zeroVanish())); } } gameStart(); }
void TapSprite::waitOver(){ status->setWaitFlg(true); finishMove(); }
static void customTrigger( int inTriggerNumber ) { //GridPos offset = { 0, 0 }; ClothingSet clothing = getEmptyClothingSet(); // increment this as we check for matches // thus, we can rearrange trigger order below // without having to update all the trigger numbers int t = 0; if( inTriggerNumber == t++ ) { forcePlayerAge( "*****@*****.**", 40 ); // audible pop // plays on decay of this place-holder object setMapObject( 2, -1, 657 ); // use this opportunity to spawn all NPCs for video GridPos startPos = { 25, -3 }; clothing.tunic = getObject( 201 ); clothing.bottom = getObject( 200 ); eve = newDummyPlayer( "*****@*****.**", 19, 20, startPos, 0, clothing ); startPos.x = 21; startPos.y = 2; clothing = getEmptyClothingSet(); lostBaby = newDummyPlayer( "*****@*****.**", 347, 1, startPos, 0, clothing ); clothing.tunic = getObject( 201 ); clothing.bottom = getObject( 200 ); startPos.x = 24; startPos.y = 4; momA = newDummyPlayer( "*****@*****.**", 350, 27, startPos, 0, clothing ); startPos.x = 25; clothing = getEmptyClothingSet(); babyA = newDummyPlayer( "*****@*****.**", 351, 1, startPos, 0, clothing ); clothing.bottom = getObject( 200 ); startPos.x = 26; startPos.y = 5; dadA = newDummyPlayer( "*****@*****.**", 355, 27, startPos, 0, clothing ); startPos.x = 27; startPos.y = 5; kidA1 = newDummyPlayer( "*****@*****.**", 353, 3, startPos, 0, clothing ); startPos.x = 30; startPos.y = 9; kidA2 = newDummyPlayer( "*****@*****.**", 350, 5, startPos, 40, clothing ); clothing.hat = getObject( 199 ); clothing.frontShoe = getObject( 203 ); clothing.backShoe = getObject( 203 ); startPos.x = 27; startPos.y = 6; grandpaA = newDummyPlayer( "*****@*****.**", 347, 55, startPos, 0, clothing ); clothing = getEmptyClothingSet(); clothing.bottom = getObject( 200 ); startPos.x = 40; startPos.y = 1; manB1 = newDummyPlayer( "*****@*****.**", 347, 28, startPos, 292, clothing ); startPos.x = 47; startPos.y = 3; manB2 = newDummyPlayer( "*****@*****.**", 354, 57, startPos, 0, clothing ); startPos.x = 42; startPos.y = 2; kidB1 = newDummyPlayer( "*****@*****.**", 352, 6, startPos, 135, clothing ); clothing.tunic = getObject( 201 ); startPos.x = 43; startPos.y = -1; womanB1 = newDummyPlayer( "*****@*****.**", 353, 29, startPos, 139, clothing ); startPos.x = 45; startPos.y = 2; womanB2 = newDummyPlayer( "*****@*****.**", 351, 49, startPos, 71, clothing ); clothing = getEmptyClothingSet(); clothing.bottom = getObject( 200 ); startPos.x = 59; startPos.y = -5; kidC1 = newDummyPlayer( "*****@*****.**", 19, 5, startPos, 0, clothing ); startPos.x = 59; startPos.y = -4; kidC2 = newDummyPlayer( "*****@*****.**", 354, 8, startPos, 277, clothing ); clothing.hat = getObject( 199 ); startPos.x = 56; startPos.y = -5; manC1 = newDummyPlayer( "*****@*****.**", 355, 56, startPos, 248, clothing ); clothing.hat = getObject( 199 ); clothing.tunic = getObject( 585 ); startPos.x = 75; startPos.y = -7; manD1 = newDummyPlayer( "*****@*****.**", 352, 20, startPos, 583, clothing ); clothing.hat = NULL; clothing.tunic = getObject( 201 ); startPos.x = 78; startPos.y = -7; manD2 = newDummyPlayer( "*****@*****.**", 347, 32, startPos, 560, clothing ); startPos.x = 69; startPos.y = -8; womanD1 = newDummyPlayer( "*****@*****.**", 350, 12.5, startPos, 441, clothing ); startPos.x = 81; startPos.y = -7; womanD2 = newDummyPlayer( "*****@*****.**", 351, 20, startPos, 67, clothing ); clothing.hat = getObject( 584 ); clothing.tunic = getObject( 585 ); clothing.frontShoe = getObject( 586 ); clothing.backShoe = getObject( 586 ); startPos.x = 91; startPos.y = -8; manE1 = newDummyPlayer( "*****@*****.**", 355, 37.5, startPos, 334, clothing ); startPos.x = 93; startPos.y = -8; womanE1 = newDummyPlayer( "*****@*****.**", 19, 23, startPos, 334, clothing ); startPos.x = 114; startPos.y = -2; clothing = getEmptyClothingSet(); clothing.tunic = getObject( 585 ); carDriver = newDummyPlayer( "*****@*****.**", 19, 20, startPos, 630, clothing ); clothing = getEmptyClothingSet(); clothing.hat = getObject( 199 ); clothing.tunic = getObject( 201 ); clothing.bottom = getObject( 200 ); clothing.frontShoe = getObject( 203 ); clothing.backShoe = getObject( 203 ); startPos.x = 116; startPos.y = -11; transportDriver = newDummyPlayer( "*****@*****.**", 19, 20, startPos, 632, clothing ); } else if( inTriggerNumber == t++ ) { // eve walks into clearing addToMove( -1, 0 ); addToMove( -2, 0 ); addToMove( -3, 0 ); addToMove( -4, 0 ); addToMove( -5, 0 ); addToMove( -6, 0 ); addToMove( -7, 0 ); sendDummyMove( &eve, finishMove() ); } else if( inTriggerNumber == t++ ) { // eve has baby GridPos startPos = { 18, -3 }; firstBaby = newDummyPlayer( "*****@*****.**", 350, 0, startPos, 0, clothing ); } else if( inTriggerNumber == t++ ) { // grab baby GridPos offset = { 0, 0 }; sendDummyAction( &eve, "BABY", offset ); } else if( inTriggerNumber == t++ ) { // eve walks south with baby addToMove( 0, -1 ); addToMove( 0, -2 ); addToMove( 0, -3 ); addToMove( 0, -4 ); addToMove( 0, -5 ); addToMove( 0, -6 ); addToMove( 0, -7 ); addToMove( 0, -8 ); sendDummyMove( &eve, finishMove() ); } else if( inTriggerNumber == t++ ) { // lost baby runs past forcePlayerAge( "*****@*****.**", 0 ); addToMove( -1, 0 ); addToMove( -2, 0 ); addToMove( -3, 0 ); addToMove( -4, 0 ); addToMove( -5, 0 ); addToMove( -6, 0 ); addToMove( -7, 0 ); addToMove( -8, 0 ); addToMove( -9, 0 ); addToMove( -10, 0 ); addToMove( -11, 0 ); addToMove( -12, 0 ); addToMove( -13, 0 ); addToMove( -14, 0 ); addToMove( -15, 0 ); addToMove( -16, 0 ); sendDummyMove( &lostBaby, finishMove() ); } else if( inTriggerNumber == t++ ) { // grab hat GridPos offset = { 0, 1 }; sendDummyAction( &momA, "USE", offset ); // put on baby offset.x = 1; offset.y = 0; setNextActionDelay( 1.0 ); sendDummyAction( &momA, "UBABY", offset, true, -1 ); // pick berry setNextActionDelay( 0.5 ); offset.x = -1; sendDummyAction( &dadA, "USE", offset ); // kid comes walking in addToMove( -1, -1 ); addToMove( -1, -2 ); addToMove( -1, -3 ); addToMove( -1, -4 ); addToMove( -2, -5 ); addToMove( -3, -5 ); addToMove( -4, -5 ); sendDummyMove( &kidA2, finishMove() ); // feed berry offset.x = 1; offset.y = 0; setNextActionDelay( 1.5 ); sendDummyAction( &dadA, "UBABY", offset, true, -1 ); // pick up baby setNextActionDelay( 2.25 ); offset.x = 1; offset.y = 0; sendDummyAction( &momA, "BABY", offset ); // walk away with baby addToMove( 1, 0 ); addToMove( 2, 0 ); addToMove( 3, 0 ); addToMove( 4, 0 ); addToMove( 4, 1 ); addToMove( 4, 2 ); addToMove( 4, 3 ); addToMove( 4, 4 ); addToMove( 4, 5 ); setNextActionDelay( 3 ); sendDummyMove( &momA, finishMove() ); } else if( inTriggerNumber == t++ ) { // skin rabbit GridPos offset = { 1, 0 }; sendDummyAction( &kidB1, "USE", offset ); // set down stone setNextActionDelay( .75 ); offset.x = 0; sendDummyAction( &kidB1, "DROP", offset, true, -1 ); // pick up rabbit fur setNextActionDelay( 1.5 ); offset.x = 1; sendDummyAction( &kidB1, "USE", offset ); // pick drop fur setNextActionDelay( 2.25 ); offset.x = 0; offset.y = 1; sendDummyAction( &kidB1, "DROP", offset, true, -1 ); // pick up skewer setNextActionDelay( 3 ); offset.x = -1; offset.y = 0; sendDummyAction( &kidB1, "USE", offset ); // skewer rabbit setNextActionDelay( 3.75 ); offset.x = 1; offset.y = 0; sendDummyAction( &kidB1, "USE", offset ); // chop wood offset.x = -1; offset.y = 0; setNextActionDelay( 0.25 ); sendDummyAction( &womanB2, "USE", offset ); // drop hatchet offset.x = 0; offset.y = 0; setNextActionDelay( 1 ); sendDummyAction( &womanB2, "DROP", offset, true, -1 ); // grab wood offset.x = -1; offset.y = 0; setNextActionDelay( 1.75 ); sendDummyAction( &womanB2, "USE", offset ); // walk to fire addToMove( -1, -1 ); addToMove( -2, -1 ); setNextActionDelay( 2.5 ); sendDummyMove( &womanB2, finishMove() ); // feed fire offset.x = -1; offset.y = 0; setNextActionDelay( 3.5 ); sendDummyAction( &womanB2, "USE", offset ); // walk into scene addToMove( -1, -1 ); addToMove( -2, -2 ); setNextActionDelay( .5 ); sendDummyMove( &manB2, finishMove() ); // grab sharp stone setNextActionDelay( 1.5 ); offset.x = 0; offset.y = 0; sendDummyAction( &manB2, "USE", offset ); // use stone on wood setNextActionDelay( 2.25 ); offset.x = -1; sendDummyAction( &manB2, "USE", offset ); // use stone on wood again setNextActionDelay( 3 ); sendDummyAction( &manB2, "USE", offset ); addToMove( 1, 0 ); addToMove( 2, 1 ); addToMove( 3, 1 ); addToMove( 4, 1 ); addToMove( 5, 2 ); addToMove( 6, 3 ); addToMove( 7, 4 ); setNextActionDelay( 4 ); sendDummyMove( &manB1, finishMove() ); addToMove( 0, 1 ); addToMove( 0, 2 ); addToMove( 0, 3 ); setNextActionDelay( 4.5 ); sendDummyMove( &womanB1, finishMove() ); } else if( inTriggerNumber == t++ ) { // light oven GridPos offset = { -1, 0 }; sendDummyAction( &manC1, "USE", offset ); // set down firebrand setNextActionDelay( 2 ); offset.x = 0; sendDummyAction( &manC1, "DROP", offset, true, -1 ); // walk to door addToMove( 1, -1 ); addToMove( 2, -2 ); setNextActionDelay( 3 ); sendDummyMove( &manC1, finishMove() ); // close door offset.y = 0; setNextActionDelay( 4 ); sendDummyAction( &manC1, "USE", offset ); // walk to pie addToMove( -1, 1 ); setNextActionDelay( 4.5 ); sendDummyMove( &manC1, finishMove() ); // grab pie offset.x = -1; setNextActionDelay( 5.5 ); sendDummyAction( &manC1, "USE", offset ); // walk to door addToMove( -1, -1 ); setNextActionDelay( .25 ); sendDummyMove( &kidC1, finishMove() ); // open door offset.x = 0; offset.y = -1; setNextActionDelay( 1 ); sendDummyAction( &kidC1, "USE", offset ); // run out addToMove( 0, -1 ); addToMove( 0, -2 ); addToMove( 0, -3 ); addToMove( 0, -4 ); addToMove( 0, -5 ); addToMove( 0, -6 ); addToMove( 0, -7 ); addToMove( 0, -8 ); addToMove( 0, -9 ); addToMove( 0, -10 ); setNextActionDelay( 1.75 ); sendDummyMove( &kidC1, finishMove() ); // follow out addToMove( 0, -1 ); addToMove( -1, -2 ); addToMove( -1, -3 ); addToMove( -1, -4 ); addToMove( -1, -5 ); addToMove( -1, -6 ); addToMove( -1, -7 ); addToMove( -1, -8 ); addToMove( -1, -9 ); addToMove( -1, -10 ); addToMove( -1, -11 ); addToMove( -1, -12 ); setNextActionDelay( 1.5 ); sendDummyMove( &kidC2, finishMove() ); } else if( inTriggerNumber == t++ ) { // hit metal repeatedly GridPos offset = { 1, 0 }; sendDummyAction( &womanD1, "USE", offset ); offset.x = -1; setNextActionDelay( 0.75 ); sendDummyAction( &womanD1, "USE", offset ); setNextActionDelay( 1.25 ); sendDummyAction( &womanD1, "USE", offset ); setNextActionDelay( 2 ); sendDummyAction( &womanD1, "USE", offset ); // kntit setNextActionDelay( 1.25 ); sendDummyAction( &manD1, "USE", offset ); // butcher setNextActionDelay( 1.75 ); sendDummyAction( &manD2, "USE", offset ); // drop knife setNextActionDelay( 2.5 ); offset.x = 0; sendDummyAction( &manD2, "DROP", offset, true, -1 ); // grab meat offset.x = -1; setNextActionDelay( 3 ); sendDummyAction( &manD2, "USE", offset ); // cook offset.y = 1; offset.x = 0; setNextActionDelay( 3.75 ); sendDummyAction( &manD2, "USE", offset ); // walk to fence addToMove( 1, -1 ); setNextActionDelay( 3 ); sendDummyMove( &womanD2, finishMove() ); // close fence offset.y = 0; offset.x = 0; setNextActionDelay( 3.75 ); sendDummyAction( &womanD2, "USE", offset ); } else if( inTriggerNumber == t++ ) { // chop tree GridPos offset = { 1, 0 }; sendDummyAction( &womanE1, "USE", offset ); // put ax in cart offset.x = 0; offset.y = 1; setNextActionDelay( 1.5 ); sendDummyAction( &womanE1, "DROP", offset, true, -1 ); // grab wood offset.y = 0; offset.x = 1; setNextActionDelay( 2.25 ); sendDummyAction( &womanE1, "USE", offset ); // put wood in cart offset.x = 0; offset.y = 1; setNextActionDelay( 3.25 ); sendDummyAction( &womanE1, "DROP", offset, true, -1 ); // walk to south addToMove( 0, -1 ); addToMove( 0, -2 ); addToMove( 0, -3 ); addToMove( 0, -4 ); addToMove( 0, -5 ); addToMove( 0, -6 ); addToMove( 0, -7 ); addToMove( 0, -8 ); addToMove( 0, -9 ); setNextActionDelay( 4 ); sendDummyMove( &womanE1, finishMove() ); // chop offset.y = 0; offset.x = 1; setNextActionDelay( 0.25 ); sendDummyAction( &manE1, "USE", offset ); // put ax in cart offset.x = -1; setNextActionDelay( 1 ); sendDummyAction( &manE1, "DROP", offset, true, -1 ); // grab wood offset.y = 0; offset.x = 1; setNextActionDelay( 1.75 ); sendDummyAction( &manE1, "USE", offset ); // put wood in cart offset.x = -1; setNextActionDelay( 2.5 ); sendDummyAction( &manE1, "DROP", offset, true, -1 ); // grab cart setNextActionDelay( 3 ); sendDummyAction( &manE1, "USE", offset ); // walk to village addToMove( -1, -1 ); addToMove( -2, -1 ); addToMove( -3, -1 ); addToMove( -4, -1 ); addToMove( -5, -1 ); addToMove( -6, -1 ); addToMove( -7, -1 ); addToMove( -8, -1 ); addToMove( -9, -1 ); setNextActionDelay( 3.5 ); sendDummyMove( &manE1, finishMove() ); } else if( inTriggerNumber == t++ ) { // car drives past addToMove( -1, 0 ); addToMove( -2, 0 ); addToMove( -3, 0 ); addToMove( -4, 0 ); addToMove( -5, 0 ); addToMove( -6, 0 ); addToMove( -7, 0 ); addToMove( -8, 0 ); addToMove( -9, 0 ); addToMove( -10, 0 ); addToMove( -11, 0 ); addToMove( -12, 0 ); addToMove( -13, 0 ); addToMove( -14, 0 ); addToMove( -15, 0 ); sendDummyMove( &carDriver, finishMove() ); addToMove( -1, 0 ); addToMove( -2, 0 ); addToMove( -3, 0 ); addToMove( -4, 0 ); addToMove( -5, 0 ); addToMove( -6, 0 ); addToMove( -7, 0 ); addToMove( -8, 0 ); addToMove( -9, 0 ); addToMove( -10, 0 ); addToMove( -11, 0 ); addToMove( -12, 0 ); setNextActionDelay( 2 ); sendDummyMove( &carDriver, finishMove() ); } else if( inTriggerNumber == t++ ) { // horn honks // plays on decay of this place-holder object setMapObject( 102, -2, 654 ); } else if( inTriggerNumber == t++ ) { // transport goes overhead addToMove( 0, 1 ); addToMove( 0, 2 ); addToMove( 0, 3 ); addToMove( 0, 4 ); addToMove( 0, 5 ); addToMove( 0, 6 ); addToMove( 0, 7 ); addToMove( 0, 8 ); addToMove( 0, 9 ); addToMove( 0, 10 ); addToMove( 0, 11 ); addToMove( 0, 12 ); addToMove( 0, 13 ); addToMove( 0, 14 ); addToMove( 0, 15 ); sendDummyMove( &transportDriver, finishMove() ); addToMove( 0, 1 ); addToMove( 0, 2 ); addToMove( 0, 3 ); addToMove( 0, 4 ); addToMove( 0, 5 ); addToMove( 0, 6 ); addToMove( 0, 7 ); addToMove( 0, 8 ); addToMove( 0, 9 ); addToMove( 0, 10 ); setNextActionDelay( 3 ); sendDummyMove( &transportDriver, finishMove() ); } else if( inTriggerNumber == t++ ) { // robot switch to firing state setMapObject( 115, 8, 648 ); } else if( inTriggerNumber == t++ ) { killPlayer( "*****@*****.**" ); } else if( inTriggerNumber == t++ ) { // robot switch to greeting state setMapObject( 115, 8, 649 ); } else if( inTriggerNumber == t++ ) { // robot switch to leaving state setMapObject( 115, 8, 0 ); GridPos startPos = { 115, 8 }; robotDummy = newDummyPlayer( "*****@*****.**", 650, 0, startPos, 0, clothing ); // robot runs north addToMove( 0, 1 ); addToMove( 0, 2 ); addToMove( 0, 3 ); addToMove( 0, 4 ); addToMove( 0, 5 ); addToMove( 0, 6 ); addToMove( 0, 7 ); addToMove( 0, 8 ); addToMove( 0, 9 ); sendDummyMove( &robotDummy, finishMove() ); } else if( inTriggerNumber == t++ ) { GridPos startPos = { -16, -8 }; wolfDummy = newDummyPlayer( "*****@*****.**", 418, 0, startPos, 0, clothing ); } else if( inTriggerNumber == t++ ) { // wolf runs past cammera addToMove( 1, -1 ); addToMove( 2, -2 ); addToMove( 3, -3 ); addToMove( 4, -4 ); addToMove( 5, -5 ); addToMove( 6, -6 ); addToMove( 7, -7 ); addToMove( 8, -8 ); sendDummyMove( &wolfDummy, finishMove() ); } else if( inTriggerNumber == t++ ) { GridPos startPos = { -10, -10 }; firstBaby = newDummyPlayer( "*****@*****.**", 19, 0, startPos, 0, clothing ); // stick a loincloth to right so we can put it on baby setMapObject( -1, -10, 200 ); // set up phonograph setMapObject( 3, 0, 488 ); setMapObject( 4, 0, 491 ); } else if( inTriggerNumber == t++ ) { sendDummySay( &firstBaby, "O" ); } else if( inTriggerNumber == t++ ) { sendDummySay( &firstBaby, "K" ); } else if( inTriggerNumber == t++ ) { GridPos deathPos = killPlayer( "*****@*****.**" ); firstBaby.pos = deathPos; } else if( inTriggerNumber == t++ ) { // baby walks around at end addToMove( 1, 0 ); addToMove( 2, 0 ); addToMove( 3, 0 ); addToMove( 4, 0 ); sendDummyMove( &firstBaby, finishMove() ); } else if( inTriggerNumber == t++ ) { // baby walks around at end addToMove( -1, 0 ); addToMove( -2, 0 ); addToMove( -3, 0 ); sendDummyMove( &firstBaby, finishMove() ); } else if( inTriggerNumber == t++ ) { // kill baby dummySockets.deleteElementEqualTo( firstBaby.sock ); delete firstBaby.sock; } }