bool GameController::init(cocos2d::Layer *layer, float positionY){ _layer = layer; _positionY = positionY; visibleSize = Director::getInstance()->getVisibleSize(); //add edge edge = Edge::create(); edge->setPosition(visibleSize.width/2, visibleSize.height/2+positionY); edge->setContentSize(visibleSize); layer->addChild(edge); //add ground auto ground = Sprite::create(); ground->setColor(Color3B(0, 0, 0)); ground->setTextureRect(Rect(0, 0, visibleSize.width, 3)); ground->setPosition(visibleSize.width/2,1.5+positionY); layer->addChild(ground); //add hero hero = Hero::create(); hero->setPosition(50, hero->getContentSize().height/2+positionY); layer->addChild(hero); resetFrames(); return true; }
void GameController::onUpdate(float dt){ currentFrameIndex++; if (currentFrameIndex>=nextFrameCount) { resetFrames(); addBlock(); } }
int main() { init_Ref_String(); page_frames = malloc(sizeof(int)); for (number_of_frames = 1; number_of_frames <= MAX_PAGE_FRAMES; number_of_frames++) { page_frames = realloc(page_frames, number_of_frames * sizeof(int)); resetFrames(); printf("#Of Page Frames %d \n", number_of_frames); printf("FIFO: %d page faults \n", FIFO()); printf("OPTMIN: %d page faults \n\n", OPTMIN()); } return 0; }