コード例 #1
0
ファイル: TreeCommunicator.cpp プロジェクト: bgeltz/geopm
 void TreeCommunicator::send_policy(int level, const std::vector<struct geopm_policy_message_s> &policy)
 {
     if (level < 0 || level >= num_level() || level == root_level()) {
         throw Exception("TreeCommunicator::send_policy()", GEOPM_ERROR_LEVEL_RANGE, __FILE__, __LINE__);
     }
     else {
         m_level[level]->send_policy(policy, level_size(level));
     }
 }
コード例 #2
0
ファイル: background.cpp プロジェクト: gabixdev/supertux
void
Background::draw(DrawingContext& context)
{
  if(image.get() == NULL)
    return;

  Sizef level_size(Sector::current()->get_width(),
                   Sector::current()->get_height());
  Sizef screen(SCREEN_WIDTH, SCREEN_HEIGHT);
  Sizef translation_range = level_size - screen;
  Vector center_offset(context.get_translation().x - translation_range.width  / 2.0f,
                       context.get_translation().y - translation_range.height / 2.0f);

  // FIXME: We are not handling 'pos'
  draw_image(context, Vector(level_size.width / 2.0f, level_size.height / 2.0f) + center_offset * (1.0f - speed));
}
コード例 #3
0
ファイル: background.cpp プロジェクト: leper/supertux
void
Background::draw(DrawingContext& context)
{
  if(Editor::is_active() && !EditorInputCenter::render_background)
    return;

  if(image.get() == NULL)
    return;

  Sizef level_size(Sector::current()->get_width(),
                   Sector::current()->get_height());
  Sizef screen(SCREEN_WIDTH, SCREEN_HEIGHT);
  Sizef translation_range = level_size - screen;
  Vector center_offset(context.get_translation().x - translation_range.width  / 2.0f,
                       context.get_translation().y - translation_range.height / 2.0f);

  float px = has_pos_x ? pos.x : level_size.width/2;
  float py = has_pos_y ? pos.y : level_size.height/2;
  draw_image(context, Vector(px, py) + center_offset * (1.0f - speed));
}
コード例 #4
0
ファイル: player.c プロジェクト: myeongjinkim/sample
/* player_t 와 physicsactor_t 사이의 interface*/
void physics_adapter(player_t *player, player_t **team, int team_size, brick_list_t *brick_list, item_list_t *item_list, object_list_t *object_list)
{
    actor_t *act = player->actor;
    physicsactor_t *pa = player->pa;
    obstaclemap_t *obstaclemap;

    /* 변수들을 변환한다. */
    physicsactor_set_position(pa, act->position);
    if(physicsactor_is_in_the_air(pa) || player_is_getting_hit(player) || player_is_dying(player)) {
        physicsactor_set_xsp(pa, act->speed.x);
        physicsactor_set_ysp(pa, act->speed.y);
    }
    else {
        physicsactor_set_gsp(pa, act->speed.x);
        physicsactor_set_ysp(pa, 0.0f);
    }

    /* capturing input */
    if(input_button_down(act->input, IB_RIGHT))
        physicsactor_walk_right(pa);
    if(input_button_down(act->input, IB_LEFT))
        physicsactor_walk_left(pa);
    if(input_button_down(act->input, IB_DOWN))
        physicsactor_duck(pa);
    if(input_button_down(act->input, IB_UP))
        physicsactor_look_up(pa);
    if(input_button_down(act->input, IB_FIRE1))
        physicsactor_jump(pa);

    /* obstacle map 생성 */
    obstaclemap = obstaclemap_create();
    for(; brick_list; brick_list = brick_list->next) {
        if(brick_list->data->brick_ref->property != BRK_NONE && brick_list->data->enabled && brick_image(brick_list->data) != NULL && !ignore_obstacle(brick_list->data->brick_ref->angle, player->disable_wall, brick_list->data->layer, player->layer))
            obstaclemap_add_obstacle(obstaclemap, brick2obstacle(brick_list->data));
    }
    for(; item_list; item_list = item_list->next) {
        if(item_list->data->obstacle && !ignore_obstacle(0, player->disable_wall, BRL_DEFAULT, player->layer))
            obstaclemap_add_obstacle(obstaclemap, item2obstacle(item_list->data));
    }
    for(; object_list; object_list = object_list->next) {
        if(object_list->data->obstacle && !ignore_obstacle(object_list->data->obstacle_angle, player->disable_wall, BRL_DEFAULT, player->layer))
            obstaclemap_add_obstacle(obstaclemap, object2obstacle(object_list->data));
    }

    /* physics actor 업데이트 */
    physicsactor_update(pa, obstaclemap);

    /* obstacle map 삭제 */
    obstaclemap = obstaclemap_destroy(obstaclemap);

    /* can't leave the screen */
    if(physicsactor_get_position(pa).x < 20) {
        physicsactor_set_position(pa, v2d_new(20, physicsactor_get_position(pa).y));
        physicsactor_set_xsp(pa, 0.0f);
        physicsactor_set_gsp(pa, 0.0f);
    }
    else if(physicsactor_get_position(pa).x > level_size().x - 20) {
        physicsactor_set_position(pa, v2d_new(level_size().x - 20, physicsactor_get_position(pa).y));
        physicsactor_set_xsp(pa, 0.0f);
        physicsactor_set_gsp(pa, 0.0f);
    }

    /* 변수 unconverting */
    act->position = physicsactor_get_position(pa);
    act->speed = physicsactor_is_in_the_air(pa) || player_is_getting_hit(player) || player_is_dying(player) ? v2d_new(physicsactor_get_xsp(pa), physicsactor_get_ysp(pa)) : v2d_new(physicsactor_get_gsp(pa), 0.0f);

    /* misc */
    act->mirror = !physicsactor_is_facing_right(pa) ? IF_HFLIP : IF_NONE;
    act->angle = ((int)((256 - physicsactor_get_angle(pa)) * 1.40625f) % 360) * PI / 180.0f;
}