コード例 #1
0
/**
 * 初期状態の処理
 */
void ScenarioTracer::execInitial() {
    initAction();   // entry アクション(INITIAL)

    mState = WALKING;   // 状態遷移

    modeChangeAction();    // entry アクション(WALKING)
}
コード例 #2
0
ファイル: BaseFilter.cpp プロジェクト: eile/trunk
BaseFilter::BaseFilter(FilterDescription desc, ccPluginInterface * parent_plugin)
	: m_action(0)
    , m_desc(desc)
    , m_show_progress(true)
{
	initAction();
    m_parent_plugin = parent_plugin;
}
コード例 #3
0
ファイル: cprivateinfo.cpp プロジェクト: Manhelp/ChatOnline
CPrivateInfo::CPrivateInfo(CConnect *link, IMakeXml *xml, UserInformation myself, QWidget *parent) :
    QDialog(parent),
    m_link(link),
    m_MXml(xml),
    m_userinfo(myself),
    ui(new Ui::CPrivateInfo)
{
    ui->setupUi(this);
    initWnd();
    initWidget();
    initAction();
}
コード例 #4
0
ファイル: 1talkdlg.cpp プロジェクト: Manhelp/ChatOnline
CTalkDlg::CTalkDlg(CConnect *link, IMakeXml *xml, FriendInformation frd,QWidget *parent)
   :QDialog(parent),
    ui(new Ui::CTalkDlg),
    m_link(link),
    m_MXml(xml),
    m_frd(frd)
{
    ui->setupUi(this);
    initWnd();
    initWidget();
    initAction();
}
コード例 #5
0
ファイル: StartSprite.cpp プロジェクト: capejasmine/popStar
StartSprite* StartSprite::create(int row, int col) {
    auto star = new StartSprite();
    auto filename = star->getStarFilename();
    if (star && star->initWithFile(filename)) {
        star->setData(filename.substr(0,4), row, col);
        star->autorelease();
        star->initAction(row, col);
        return star;
    }
    CC_SAFE_DELETE(star);
    return nullptr;
}
コード例 #6
0
ファイル: titlewidget.cpp プロジェクト: fengleyl/NetEase
TitleWidget::TitleWidget(const bool &isMainTitle, QWidget *parent) :
	BasedStyleShetWidget(parent)
{
	setAttribute(Qt::WA_TranslucentBackground);
	setObjectName("NetNaseTitle");

	initUi(isMainTitle);
	if (isMainTitle)
	{
		setFixedSize(mainTitleSize);
		initAction();
	}
	else
		setFixedSize(logInTitleSize);
}
コード例 #7
0
ファイル: cprivateinfo.cpp プロジェクト: Manhelp/ChatOnline
bool CPrivateInfo::eventFilter(QObject *watched, QEvent *event)
{
  if( watched == this )
  {
      //窗口停用,变为不活动的窗口
      if(QEvent::WindowDeactivate == event->type())
      {
          qDebug() << "deactive status " << endl;
          disAction();
          return true ;
      }
      else
      {
          initAction();
          return false ;
      }
  }
  return false ;
}
コード例 #8
0
bool UserManagement_Invoicing::init(MainWindow *parent)
{
    PluginInterface *plugin = parent->getPlugin("UserManagementIF");
    userManagementInterface = dynamic_cast<UserManagementInterface *>(plugin);
    if(!userManagementInterface) {
        return false;
    }
    else {
        userManagementInterface->registeObserver(this);
    }
    initAction();
    initToolBar();

    if(!showLoginWindow()) {
        exit(0);
    }
    userManagement();
    userChanged();
    this->parent = parent;
    return true;
}
コード例 #9
0
ファイル: GameScene.cpp プロジェクト: anewball/BookCocos2DX
// on "init" you need to initialize your instance
bool GameScene::init()
{
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Point origin = Director::getInstance()->getVisibleOrigin();
    
    auto bg = Sprite::create("GameBackground.png");
    bg->setPosition(Point(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
    this->addChild(bg, -1);
    
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("GameSceneSprite.plist","GameSceneSprite.png");
    playerSprite = Sprite::createWithSpriteFrameName("planeBlue1.png");
    playerSprite->setPosition(Point(visibleSize.width * 0.2 + origin.x, visibleSize.height/2 + origin.y));
    this->addChild(playerSprite);
    
    // Test function
    initAction();
    initAnimation();
    return true;
}
コード例 #10
0
ファイル: BaseFilter.cpp プロジェクト: eimix/trunk
BaseFilter::BaseFilter(FilterDescription desc)
	: m_action(0)
	, m_desc(desc)
{
	initAction();
}
コード例 #11
0
ファイル: StartScence.cpp プロジェクト: 51anygo/mybird
// on "init" you need to initialize your instance
bool Start::init()
{
	mScreenSize = CCDirector::sharedDirector()->getWinSize();

	for (int i = 0; i<gbackgroundNum; i++)
	{
		CCSprite *pbackGround = CCSprite::create("daybackground.png"); 
		CCRect rcBounding = pbackGround->boundingBox();  
		pbackGround->setPosition(ccp(rcBounding.size.width*(i*2+1) / 2, mScreenSize.height / 2));    
		this->addChild(pbackGround);   
	}
	
	CCSize groundSize;
	for (int i = 0; i<ggroundNum; i++)
	{
		pGround[i] = CCSprite::create("ground.png");
		groundSize = pGround[i]->getContentSize();
		pGround[i]->setPosition(ccp(groundSize.width*(i*2+1) / 2, groundSize.height / 2));    
		this->addChild(pGround[i],1);   
	}
	mbirdstr.push_back("birdblue");
	mbirdstr.push_back("birdred");
	mbirdstr.push_back("birdyellow");
	mbirdclolor=rand()%100%3;
	string strplist=mbirdstr[mbirdclolor]+".png";
	tbBird = CCSprite::create(strplist.c_str());
	tbBird->setPosition(ccp(mScreenSize.width/2,mScreenSize.height/2+10.));
	addChild(tbBird,0);
	initAction();
	CCMenuItemImage *tbstart = CCMenuItemImage::create("start.png", "start.png", this, menu_selector(Start::tbstartCallback) );
	tbstart->setPosition(ccp(mScreenSize.width/4,groundSize.height + 10 + tbstart->getContentSize().height/2));
    CCMenu* pMenu1 =CCMenu::create(tbstart, NULL);

    pMenu1->setPosition( CCPointZero );
   
	addChild(pMenu1);


	CCMenuItemImage *tbscore = CCMenuItemImage::create("top.png", "top.png", this, menu_selector(Start::tbtopCallback) );
	tbscore->setPosition(ccp(mScreenSize.width*3/4,groundSize.height+10 + tbscore->getContentSize().height/2));
    CCMenu* pMenu2 =CCMenu::create(tbscore, NULL);

    pMenu2->setPosition( CCPointZero );
   
	addChild(pMenu2);

	CCSprite *m_pFlappyBird = CCSprite::create("flappybird.png");     
	//CCSprite *m_pFlappyBird = CCSprite::create("sprites.png",CCRectMake(0,680,180,55));     
	CCRect rcBounding = m_pFlappyBird->boundingBox();
	float fFlappyBirdHeight=rcBounding.size.height/2.0f;
	float xpos=mScreenSize.width/2;
	float ypos=mScreenSize.height*3/4+20;

	m_pFlappyBird->setPosition(ccp(xpos,  ypos));    // 设置在屏幕中间  
	this->addChild(m_pFlappyBird);  

	CCSprite*m_pRate = CCSprite::create("rate.png");     
	rcBounding = m_pRate->boundingBox();
	CCSize startSize = m_pRate->getContentSize();
	float fRateWidth=rcBounding.size.width/2.0f;
	float fRateHeight=rcBounding.size.height/2.0f;
	xpos=mScreenSize.width/2.0f;
	ypos=tbscore->boundingBox().getMaxY()+fRateHeight+10;
	m_pRate->setPosition(ccp(xpos,  ypos));    // 设置在屏幕中间  
	this->addChild(m_pRate);  


	scheduleUpdate();
	
	//CCActionInterval*  actionTo = CCMoveBy::create(0.5, ccp(0, 10));
	//CCActionInterval*  actionByBack = actionTo->reverse();

	//tbBird->runAction(CCRepeatForever::create(CCSequence::create( actionTo,actionByBack,NULL)));

	
	return true;
}
コード例 #12
0
ファイル: main.c プロジェクト: ycaihua/Tower-Defense-1
int main(int argc, char* argv[]) {
    // Init
    initPath(argv[0]);
    SDL_Surface* screen = NULL;
    SDL_Event event;
    int *seed;
    srand((int)seed);
    int previousTime = 0, currentTime = 0;
    Events *flags = createEventFlags();

    SDL_Init(SDL_INIT_VIDEO);
    SDL_SetEventFilter(eventFilter);

    screen = SDL_SetVideoMode(800, 600, 32, SDL_HWSURFACE | SDL_ASYNCBLIT | SDL_DOUBLEBUF | SDL_NOFRAME);
    SDL_WM_SetCaption("Tower Defense", NULL);
    Action *actionList = initAction();

    Map* map = createMap(getPath("resources/Forest.png"));
    _map = map;

    SDL_Rect surface = {0, 0, 720, 600};
    Viewport* viewport = createViewport(screen, surface, map);
    _viewport = viewport;

    // FIXME uh? what's this thing?
    surface.x = 800 - 80;
    surface.y = 0;
    surface.h = 80;
    surface.w = 600;

    // Creation of the enemies
    TypeEn *whiteCat = createTypeEn(100, 5, false, true, true, false, 1,getPath("resources/white_transparent_cat.png"));
    TypeEn *blackCat = createTypeEn(100, 5, false, true, true, false, 1,getPath("resources/black_transparent_cat.png"));
    Enemy *cat1 = createEnemy(1,1,whiteCat);
    Enemy *cat2 = createEnemy(1,10,whiteCat);
    Enemy  *cat3 = createEnemy(5,5,blackCat);
    Enemy *cat4 = createEnemy(21,4,blackCat);

    TypeEn *zombie = createTypeEn(100,5,false,true,true,false,1,getPath("resources/zombie.png"));
    Enemy *zombie1 = createEnemy(4,4,zombie);
    Enemy *zombie2 = createEnemy(9,4,zombie);
    Enemy *zombie3 = createEnemy(9,9,zombie);
    Enemy *zombie4 = createEnemy(7,14,zombie);

    //Add enemy in the List
    List *catList = newList(cat4);
    pushList((void*)catList,cat2);
    pushList((void*)catList,cat3);
//   pushList((void*)catList,cat1);

    List *zombieList = newList(zombie1);
    /*   pushList((void*)zombieList,zombie2);*/
    /*   pushList((void*)zombieList,zombie3);*/
    /*   pushList((void*)zombieList,zombie4);*/

//   removeEnemyFromList(cat4,catList);

    //TOWER
    TypeBul *bullet = createTypeBul(getPath("resources/bullet.png"), 1);
    TypeTo *tower = createTypeTo(0,5,0,0,false,false,false,false,bullet,NULL,getPath("resources/tower.png"));
    upgradeTypeTo(tower,0.5,getPath("resources/towerUP.png"));
    flags->selectedTower = tower->nextType;
    Tower *tower1 = createTower(7,7,tower);

    List *towerList = newList(tower1);
    flags->towerList = towerList;

    // Create and Renders the right panel game menu
    SDL_Rect surfaceMenu = {720, 0, 800, 600};
    Menu* menu = menu_create(screen, surfaceMenu);
    menu_loadBackground(menu, "resources/enemyFont.gif");
    // For testing only, we add a few random buttons
    menu_addButton(menu, button_createBuildButton(tower));
    menu_addButton(menu, button_createBuildButton(tower));
    menu_addButton(menu, button_createBuildButton(tower));
    menu_render(menu);


    _cell = *getCase(20,11);
    // Main loop
    while(actionList[QUIT].boolean == NULL) {
        // Managing the events
        manageEvents(viewport, flags,actionList);
        for(int i=1; i<ACTION_LENGTH; i++) {
            if(actionList[i].boolean) {
                int repeat = (*actionList[i].action)(viewport,flags,actionList[i].boolean);
                if(!repeat) {
                    actionList[i].boolean = NULL;
                }
            }
        }

        // Redraws the map (viewport contents) before blitting stuff on it
        updateViewport(viewport);


///////////////////////////// DEBUG WALL /////////////////////////////
        SDL_Rect position;
        for(int i=0; i < _map->nbCaseW; i++) {
            for(int j=0; j < _map->nbCaseH; j++) {
                Case cell = *getCase(i,j);
                position.x = cell.x;
                position.y = cell.y;
                if(map->matrice[i][j].hasTower == 2) {
                    SDL_Surface *wall = IMG_Load(getPath("resources/brick.png"));
                    blitToViewport(viewport, wall, NULL, &position);
                }
            }
        }
        position.x = _cell.x;
        position.y = _cell.y;
        blitToViewport(viewport, IMG_Load(getPath("resources/candy_cane.png")), NULL, &position);
/////////////////////////////////////////////////////////////////////

        // Move enemies
        if(flags->enemy_Path_Calculation) {
            pathReCalculation(catList);
            pathReCalculation(zombieList);
            flags->enemy_Path_Calculation = false;
        }
        moveEnemyList(zombieList);
        moveEnemyList(catList);

        // Blit enemies
        drawEnemyList(zombieList);
        drawEnemyList(catList);
        //Blit TOWER
        /*      if(event.key.keysym.sym == SDLK_u){*/
        /*         upgrade(tower1);*/
        /*      }*/
        Bullet *bullet1 = createBullet(tower1);
        animateBullet(bullet1);
        drawTowerList(towerList);

        /* This should be handled by event.c
          switch(event.key.keysym.sym){
             case SDLK_a:
                flags->selectedTower = tower;
              break;
             case SDLK_b:
                flags->selectedTower = tower->nextType;
              break;
             default:
              break;

          }*/
        /*      */


        // Ask SDL to swap framebuffers to update the displayed screen
        SDL_Flip(screen);

        // Managing frames
        currentTime = SDL_GetTicks();
        if (currentTime - previousTime <= 20) {
            SDL_Delay(20 - (currentTime - previousTime));
        }

        // DEBUG
        printf("Frame %i : %ims\n", framecounter++, currentTime - previousTime);

        previousTime = SDL_GetTicks();
    }
    free(actionList);
    SDL_Quit();

    return EXIT_SUCCESS;
}
コード例 #13
0
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
	//////////////////////////////
	// 1. super init first
	if ( !CCLayer::init() )
	{
		return false;
	}
	mbirdstr.push_back("birdblue");
	mbirdstr.push_back("birdred");
	mbirdstr.push_back("birdyellow");
	mbirdclolor=rand()%100%3;
//	EFFECT_PLAY(true,MUSIC_SWOOSHING);
	//播放背景音乐
	// CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic(MUSIC_JUMP, true);
	////////////////////////////////////////////////////
	// 下面添加创建自己的Sprite的代码
	////////////////////////////////////////////////////

	mScreenSize = CCDirector::sharedDirector()->getWinSize();
	mFPS=CCDirector::sharedDirector()->getAnimationInterval();


	mfac=CCDirector::sharedDirector()->getContentScaleFactor();
	mfax = 320.f/mScreenSize.width;
	//gBardis = 5.f*gUpVelocity/mfac;
	gBardis = mScreenSize.height*2.f/9.0f-5;
	//m_addbartime=mScreenSize.width*mFPS*mfax*1.f/2.f/MOVESPEED-10;
	//m_addbartime=3;
	initWorld();	
	for (int i = 0; i<GBACKGROUNDNUM; i++)
	{
		addBackGround(i);
	}
	int imaxgroundnum=1;
	for (int i = 0; i<imaxgroundnum; i++)
	{
		imaxgroundnum=addGround(i);
	}
	m_ilastground=imaxgroundnum-1;
	CCLOG("m_pLastGround->boundingBox() first x:%f,:%f  ", (m_pGroundVec[m_ilastground])->boundingBox().getMaxX(),
		(m_pGroundVec[m_ilastground])->boundingBox().size.width);
	addStart();
	addTop();
	//addRate();
	//addFlappyBird();

	addBird();
	addScore();
	addGameOver();

	m_pScore->setVisible(false);
	m_pGameOver->setVisible(false);
	this->goReady();
	addBarContainer();

	setTouchEnabled(true);
	myflag=0;
	m_istatus=GETREADY;
	m_bhitbar=false;
	//scheduleOnce(schedule_selector(HelloWorld::startGame), 1);
	this->scheduleUpdate();
	//创建动画
	initAction();
	myangle=0.f;
	return true;
}