static void move() { switch ( status ) { case TITLE: moveTitleMenu(); moveBoss(); moveFoes(); moveBackground(); break; case IN_GAME: case STAGE_CLEAR: moveShip(); moveBoss(); moveLasers(); moveShots(); moveFoes(); moveFrags(); moveBackground(); break; case GAMEOVER: moveGameover(); moveBoss(); moveFoes(); moveFrags(); moveBackground(); break; case PAUSE: movePause(); break; } moveScreenShake(); }
void KoToolDockMoveManager::doMove( QWidget* _w ) { if (working) return; working=true; isDoMove = true; mirrorX=false; mirrorY=false; setWidget(_w); offX = rx - p.x(); offY = ry - p.y(); orig_x = p.x(); orig_y = p.y(); orig_w = w; orig_h = h; QApplication::setOverrideCursor(QCursor(sizeAllCursor)); movePause(false,false); drawRectangle(xp, yp, w, h); timer->disconnect(); connect(timer,SIGNAL(timeout()),SLOT(doMoveInternal())); timer->start(0); }
static void move() { switch ( status ) { case TITLE: moveTitleMenu(); moveBackground(); addBullets(); moveFoes(); break; case IN_GAME: moveBackground(); addBullets(); moveShots(); moveShip(); moveFoes(); moveFrags(); moveBonuses(); break; case GAMEOVER: moveGameover(); moveBackground(); addBullets(); moveShots(); moveFoes(); moveFrags(); break; case STAGE_CLEAR: moveStageClear(); moveBackground(); moveShots(); moveShip(); moveFrags(); moveBonuses(); break; case PAUSE: movePause(); break; } }