コード例 #1
0
ファイル: Camera.cpp プロジェクト: OpenTechEngine/DarkRadiant
void Camera::keyMove() {
	m_mouseMove.flush();

	//rMessage() << "keymove... ";
	float time_seconds = m_keycontrol_timer.elapsed_msec() / static_cast<float>(msec_per_sec);
	m_keycontrol_timer.start();
	if (time_seconds > 0.05f) {
		time_seconds = 0.05f; // 20fps
	}
	keyControl(time_seconds * 5.0f);

	m_update();
	GlobalCamera().movedNotify();
}
コード例 #2
0
ファイル: CryptoManager.cpp プロジェクト: narolez571/firebird
	void CryptoManager::KeyHolderPlugins::attach(Attachment* att, Config* config)
	{
		MutexLockGuard g(holdersMutex, FB_FUNCTION);

		for (GetPlugins<IKeyHolderPlugin> keyControl(PluginType::KeyHolder,
			FB_KEYHOLDER_PLUGIN_VERSION, upInfo, config); keyControl.hasData(); keyControl.next())
		{
			IKeyHolderPlugin* keyPlugin = keyControl.plugin();
			LocalStatus st;
			if (keyPlugin->keyCallback(&st, att->att_crypt_callback) == 1)
			{
				// holder accepted attachment's key
				HolderAttachments* ha = NULL;

				for (unsigned i = 0; i < knownHolders.getCount(); ++i)
				{
					if (knownHolders[i] == keyPlugin)
					{
						ha = &knownHolders[i];
						break;
					}
				}

				if (!ha)
				{
					ha = &(knownHolders.add());
					ha->setPlugin(keyPlugin);
				}

				ha->registerAttachment(att);
				break;		// Do not need >1 key from attachment to single DB
			}
			else if (!st.isSuccess())
			{
				status_exception::raise(st.get());
			}
		}
	}
コード例 #3
0
ファイル: events.cpp プロジェクト: 0xf1sh/scummvm
void EventsManager::pollEvents(bool skipTimers) {
	if (checkForNextFrameCounter()) {
		nextFrame();
	}

	if (checkForNextTimerUpdate() && !skipTimers)
		nextTimer();

	_vm->_sound->checkSoundQueue();

	_wheelUp = _wheelDown = false;

	Common::Event event;
	while (g_system->getEventManager()->pollEvent(event)) {
		switch (event.type) {
		case Common::EVENT_QUIT:
		case Common::EVENT_RTL:
			return;

		case Common::EVENT_KEYDOWN:
			// Check for debugger
			if (event.kbd.keycode == Common::KEYCODE_d && (event.kbd.flags & Common::KBD_CTRL)) {
				// Attach to the debugger
				_vm->_debugger->attach();
				_vm->_debugger->onFrame();
			} else {
				keyControl(event.kbd.keycode, true);
			}
			return;
		case Common::EVENT_KEYUP:
			keyControl(event.kbd.keycode, false);
			return;
		case Common::EVENT_MOUSEMOVE:
			_mousePos = event.mouse;
			_mouseCol = _mousePos.x / 8;
			_mouseRow = _mousePos.y / 8;
			break;
		case Common::EVENT_LBUTTONDOWN:
			_leftButton = true;
			return;
		case Common::EVENT_LBUTTONUP:
			_leftButton = false;
			return;
		case Common::EVENT_RBUTTONDOWN:
			_rightButton = true;
			return;
		case Common::EVENT_RBUTTONUP:
			_rightButton = false;
			return;
		case Common::EVENT_MBUTTONDOWN:
			_middleButton = true;
			return;
		case Common::EVENT_MBUTTONUP:
			_middleButton = false;
			return;
		case Common::EVENT_WHEELUP:
			_wheelUp = true;
			return;
		case Common::EVENT_WHEELDOWN:
			_wheelDown = true;
			return;
		default:
 			break;
		}
	}
}
コード例 #4
0
ファイル: playScene01.cpp プロジェクト: tkc12000/Cadillac
void playScene01::update(void)
{
	gameNode::update();

	//키 조작
	keyControl();

	//페이즈에 따른 맵 이동 & 캐릭터 이동
	phaseMove(_background.phase);


	//유닛 Y위치에 따른 정렬
	std::sort(_vUnit.begin(), _vUnit.end(), compare);

	//! 아이템 정렬
	std::sort(_vItem.begin(), _vItem.end(), icompare);

	for (int i = 0; i < _vUnit.size(); i++)
	{
		if (_vUnit[i]->getKind() == KIND_USER) _unitNum = i;
	}

	//유닛 업데이트
	for (_viUnit = _vUnit.begin(); _viUnit != _vUnit.end(); ++_viUnit)
	{
		(*_viUnit)->update();
		(*_viUnit)->setTarget(_vUnit[_unitNum]->getShadowX(), _vUnit[_unitNum]->getShadowY());
	}
	//_unit->update();

	if (_background.broken) _background.img = IMAGEMANAGER->findImage("background01_broken");

	if (alpha < 255) alpha += 3;

	if (text) textChange();

	//캐릭터 제거
	for (_viUnit = _vUnit.begin(); _viUnit != _vUnit.end(); ++_viUnit)
	{
		if ((*_viUnit)->getHp() <= 0)
		{
			(*_viUnit)->remove();
			_unitNum = 0;
			break;
		}
	}
	for (int i = 0; i < _vUnit.size(); i++)
	{
		if (_vUnit[i]->getKind() == KIND_USER) _unitNum = i;
		if (_vUnit[i]->getRemove() >= 100)
		{
			//죽으면 게임오버씬으로
			if (_vUnit[i]->getKind()==KIND_USER) SCENEMANAGER->changeScene("gameOver");

			//아이템 생성
			if (_vUnit[i]->getX()>0 && _vUnit[i]->getX() < WINSIZEX)
			{
				item* it = new item;
				it->init(_vUnit[i]->getShadowX(), _vUnit[i]->getShadowY());
				_vItem.push_back(it);
			}			

			_vUnit.erase(_vUnit.begin() + i);
		}
		if (_background.phase == PHASE_02&&_vUnit[i]->getKind() == KIND_BOSS&&_vUnit[i]->getX() > WINSIZEX + 50)
		{
			_vUnit.erase(_vUnit.begin() + i);
		}
	}
	
	//! 아이템 업데이트 && 사라지게
	for (_viItem = _vItem.begin(); _viItem != _vItem.end(); ++_viItem)
	{
		(*_viItem)->update();
	}

	getItem();
	
	if (_vItem.size() != 0)
	{
		for (int i = 0; i < _vItem.size(); i++)
		{
			if (_vItem[i]->removeItem()) _vItem.erase(_vItem.begin() + i);
			break;
		}
	}

	collision();
}