コード例 #1
0
void wsh_panel_window_dui::set_configuration(ui_element_config::ptr data)
{
	ui_element_config_parser parser(data);
	abort_callback_dummy abort;

	load_config(&parser.m_stream, parser.get_remaining(), abort);

	// FIX: If window already created, DUI won't destroy it and create it again.
	if (m_hwnd)
	{
		update_script();
	}
}
コード例 #2
0
ファイル: main.c プロジェクト: z88dk/z88dk
void
run_play()
{
   sp1_ClearRectInv(&cr, BRIGHT | INK_WHITE | PAPER_BLACK, 32, SP1_RFLAG_TILE | SP1_RFLAG_COLOUR);
   sp1_UpdateNow();

   sp1_SetPrintPos(&ps0, 0, 0);
   sp1_PrintString(&ps0, ptiles);

   // setup the game
   sprites[PLAYER].x = 15 * 8;
   sprites[PLAYER].y = 20 * 8;
   sprites[PLAYER].frame = 0;
   sprites[PLAYER].delay = 0;
   sprites[PLAYER].sprite = player;
   update_player();

   horde_count = 0;
   wave_delay = 0;
   wave = 0;
   score = 0;
   lives = 3;
   invulnerable = 0;
   update_score();

   while(1)
   {
      // TODO: pause/resume

      if (in_inkey() == 12)
         // exit current game
         break;

      key = (joyfunc)(&joy_k);
      if (key & IN_STICK_LEFT && !(key & IN_STICK_RIGHT))
      {
         if (sprites[PLAYER].x - 4 > ORIGINX)
         {
            sprites[PLAYER].x -= 4;
            sprites[PLAYER].frame = 2;
            sprites[PLAYER].delay = 4;
            update_player();
         }
      }

      if (key & IN_STICK_RIGHT && !(key & IN_STICK_LEFT))
      {
         if (sprites[PLAYER].x + 16 + 8 + 4 < WIDTH)
         {
            sprites[PLAYER].x += 4;
            sprites[PLAYER].frame = 1;
            sprites[PLAYER].delay = 4;
            update_player();
         }
      }

      if (cooldown > 0)
         --cooldown;

      if (key & IN_STICK_FIRE && !cooldown)
      {
         // fire rate
         cooldown = 10;
         add_bullet(ST_BULLET, sprites[PLAYER].x + 4, sprites[PLAYER].y - 2);

         playfx(FX_FIRE);
      }

      // change the frame to normal?
      if (sprites[PLAYER].delay)
      {
         if (!--sprites[PLAYER].delay)
         {
            sprites[PLAYER].frame = 0;
            update_player();
         }
      }

      update_horde();
      update_sprites();
      update_script();

      if (invulnerable > 0)
      {
         // will be 0, but in case of "the unexpected"
         if (lives <= 0)
         {
            // GAME OVER

            // some noise
            playfx(FX_EXPLO);
            playfx(FX_EXPLO);
            playfx(FX_EXPLO);

            // we don't want the player to miss the game over music
            in_wait_nokey();

            sp1_SetPrintPos(&ps0, 11, 8);
            sp1_PrintString(&ps0, "\x14\x46" "G A M E  O V E R");
            sp1_UpdateNow();

            dzx7_standard(song2, TEMPMEM);
            ntropic_play(TEMPMEM, 0);

            for (i = 0; i < 32; ++i)
               wait();

            // leave the game
            break;
         }

         --invulnerable;
         update_player();
      }

      wait();
      intrinsic_halt();   // inline halt without impeding optimizer
      sp1_UpdateNow();
   }

   destroy_type_sprite(ST_ALL);
   collect_sprites();

   // the player sprite is never destroyed, so hide it
   sp1_MoveSprAbs(sprites[PLAYER].s, &cr, NULL, 0, 34, 0, 0);
   sp1_UpdateNow();

   sp1_ClearRectInv(&cr, BRIGHT | INK_BLACK | PAPER_BLACK, 32, SP1_RFLAG_TILE | SP1_RFLAG_COLOUR);
   sp1_UpdateNow();
}