コード例 #1
0
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;
}
コード例 #2
0
void GameController::onUpdate(float dt){
    currentFrameIndex++;
    
    if (currentFrameIndex>=nextFrameCount) {
        resetFrames();
        
        addBlock();
    }
}
コード例 #3
0
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;
}