int main (void) { int i; break_me (); /* BREAK HERE. */ break_me (); /* Try a thread-specific breakpoint. */ for (i = 0; i < 5; i++) break_me (); /* Try a condition-specific breakpoint. */ break_me (); /* Finally, try a breakpoint with commands. */ return 0; }
void Brick::try_break(bool playerhit) { if(sprite->get_action() == "empty") return; sound_manager->play("sounds/brick.wav"); Sector* sector = Sector::current(); Player& player = *(sector->player); if(coin_counter > 0) { sector->add_object(new BouncyCoin(get_pos())); coin_counter--; player.get_status()->add_coins(1); if(coin_counter == 0) sprite->set_action("empty"); start_bounce(); } else if(breakable) { if(playerhit){ if(player.is_big()){ start_break(); return; } else { start_bounce(); return; } } break_me(); } }
void Brick::try_break(Player* player) { if(sprite->get_action() == "empty") return; SoundManager::current()->play("sounds/brick.wav"); Sector* sector = Sector::current(); Player& player_one = *(sector->player); if(coin_counter > 0 ){ sector->add_object(std::make_shared<BouncyCoin>(get_pos(), true)); coin_counter--; player_one.get_status()->add_coins(1); if(coin_counter == 0) sprite->set_action("empty"); start_bounce(player); } else if(breakable) { if(player){ if(player->is_big()){ start_break(player); return; } else { start_bounce(player); return; } } break_me(); } }
int main (void) { pthread_t forever; pthread_create (&forever, NULL, forever_pthread, NULL); for (;;) { sleep (2); break_me(); } return 0; }
int main (void) { pthread_t forever; const struct timespec ts = { 0, 10000000 }; /* 0.01 sec */ pthread_create (&forever, NULL, forever_pthread, NULL); for (;;) { nanosleep (&ts, NULL); break_me(); } return 0; }
void Block::update(float elapsed_time) { if(!bouncing) return; float offset = original_y - get_pos().y; if(offset > BOUNCY_BRICK_MAX_OFFSET) { bounce_dir = BOUNCY_BRICK_SPEED; movement = Vector(0, bounce_dir * elapsed_time); if(breaking){ break_me(); } } else if(offset < BOUNCY_BRICK_SPEED * elapsed_time && bounce_dir > 0) { movement = Vector(0, offset); bounce_dir = 0; bouncing = false; } else { movement = Vector(0, bounce_dir * elapsed_time); } }
static void call_me (int i, float f, struct s s, struct s *ss, union u u, enum color e) { break_me (); }