void SceneExit::process(Event &event) { if (!R2_GLOBALS._insetUp) { SceneArea::process(event); if (_enabled) { if (event.eventType == EVENT_BUTTON_DOWN) { if (!_bounds.contains(event.mousePos)) _moving = false; else if (!R2_GLOBALS._player._canWalk) { _moving = false; changeScene(); event.handled = true; } else { Common::Point dest((_destPos.x == -1) ? event.mousePos.x : _destPos.x, (_destPos.y == -1) ? event.mousePos.y : _destPos.y); ADD_PLAYER_MOVER(dest.x, dest.y); _moving = true; event.handled = true; } } if (_moving && (_bounds.contains(R2_GLOBALS._player._position) || (R2_GLOBALS._player._position == _destPos))) changeScene(); } } }
void update()override{ frameCount++; if (frameCount > 10) { if (RetryButton.leftClicked) changeScene(L"Game"); if (TweetButton.leftClicked) Twitter::OpenTweetWindow(L"TestScore:"+Format(m_data->score)); if (TitleButton.leftClicked) changeScene(L"Title"); } }
void GameScene::onEvent(Event *ev) { if (ev->type == TouchEvent::CLICK) { //menu button clicked //pause game by pausing it's clock _game->getClock()->pause(); //show GameMenu dialog GameMenu::instance->show(); } if (ev->type == GameScene::HiddenEvent::EVENT) { //event from GameMenu called after GameMenu::instance->hide() const string &name = GameMenu::instance->getLastClicked(); if (name == "Exit") { //if "Exit" button was clicked changeScene(MainMenuScene::instance); } else { //"Continue" button was clicked //dialog already hidden //just resume Clock to continue game _game->getClock()->resume(); } } }
void CBDirector::notify() { changeScene(); if(m_currentScene && m_currentScene->isEndInitial()) m_currentScene->notify(); SAchievementManager.updateScreenExhibitor(); }
void SceneTest::processInput(){ sf::Event event; while(_window->pollEvent(event)){ if (event.type == sf::Event::Closed) {_window->close(); exit(0);} if (event.type == sf::Event::KeyReleased) { std::vector<std::string> languages = { " CAT ", " ENG ", " ESP "}; SoundManager::stopMusic("pressAnyKey"); SoundManager::playMusic("menuButtons"); int language = _selector.select(_window, languages); extern std::string LANGUAGE; languages = { "CAT", "ENG", "ESP"}; LANGUAGE = languages[language]; log(language, LANGUAGE); std::string easy[3] = {" normal "," normal ", " normal "}; std::string hard[3] = {" dificil ", "hardcore", " dificil " }; std::vector<std::string> kinds = {easy[language], hard[language]}; extern int hardmode; hardmode = _selector.select(_window, kinds); SoundManager::stopMusic("menuButtons"); SoundManager::playMusic("pressAnyKey"); //log(hardmode, &hardmode); changeScene(_next);//{_window->close(); exit(0);} } } InputManager::update(); }
// 毎フレーム updateAndDraw() で呼ばれる void Result::update() { bg.update(); tweet_m.update(); stageNode_m->update(); for (int i = 0; i < 4; ++i){ results_m[i]->update(); } if (returnButton_m.leftClicked){ this->changeScene(L"StaffRoll", 2000, false); } if (tweet_m.isClicked()){ Twitter::OpenTweetWindow(L"ガベこれの" + this->m_data->stageName + L"で" + Format(this->m_data->totalScore) + L"点とりました!\n#GabeColle #Siv3D"); } /*if (ending_m.isClicked()){ this->changeScene(L"StaffRoll"); }*/ static int frameCounter = 0; if(frameCounter >= 60 * 90) { frameCounter = 0; BGM_m.pause(1000); changeScene(L"Start", 1000); return; } else { ++frameCounter; } }
void SceneManager::animate(float delta) { this->currentScene->update(); SceneType sceneType = this->currentScene->animate(delta); if (sceneType != this->currentScene->sceneType) changeScene(sceneType); }
void GameManager::gameStart() { m_IsGamePlaying = true; changeScene(SceneType::GAME_SCENE); m_StartTime = UtilSpace::getTickCount(); m_Score = 0; }
void SceneManager::listenerSynchronize(Serializer &s) { s.validate("SceneManager"); if (s.isLoading() && !_globals->_sceneManager._scene) // Loading a savegame straight from the launcher, so instantiate a blank placeholder scene // in order for the savegame loading to work correctly _globals->_sceneManager._scene = new Scene(); _altSceneObjects.synchronize(s); s.syncAsSint32LE(_sceneNumber); s.syncAsUint16LE(_globals->_sceneManager._scene->_activeScreenNumber); if (s.isLoading()) { changeScene(_sceneNumber); if (_nextSceneNumber != -1) { sceneChange(); _nextSceneNumber = -1; } } _globals->_sceneManager._scrollerRect.synchronize(s); SYNC_POINTER(_globals->_scrollFollower); s.syncAsSint16LE(_loadMode); }
void Update(float& frameTime) { playerRed->update(frameTime, *playerBlue); playerBlue->update(frameTime, *playerRed); if (playerBlue->getalive()) { playerBlueStatus->setText("Leben: " + std::to_string(int(playerBlue->getlife())) + " Power: " + std::to_string(int(playerBlue->getpower())) + " Power on:" + std::to_string(playerBlue->getPStat())); } if (playerRed->getalive()) { playerRedStatus->setText("Leben: " + std::to_string(int(playerRed->getlife())) + " Power: " + std::to_string(int(playerRed->getpower())) + " Power on:" + std::to_string(playerRed->getPStat())); } if (Collision::colliding(*playerBlue, *playerRed, frameTime)) { if (playerBlue->getPStat() && playerBlue->getpower() > 0 && !playerRed->getPStat()) { playerRed->setleben(playerRed->getlife() - 75 * frameTime); playerBlue->setpower(playerBlue->getpower() - 1000 * frameTime); } if (!playerBlue->getPStat() && playerRed->getPStat() && playerRed->getpower() > 0) { playerBlue->setleben(playerBlue->getlife() - 75 * frameTime); playerRed->setpower(playerRed->getpower() - 1000 * frameTime); } if (playerBlue->getPStat() && playerBlue->getpower() > 0 && playerRed->getPStat() && playerRed->getpower() > 0) { playerRed->setleben(playerRed->getlife() - 200 * frameTime); playerBlue->setleben(playerBlue->getlife() - 200 * frameTime); playerRed->setpower(playerRed->getpower() - 10000 * frameTime); playerBlue->setpower(playerBlue->getpower() - 10000 * frameTime); } if (playerRed->getpower() <= 0) { playerRed->setpowon(false); } if (playerBlue->getpower() <= 0) { playerBlue->setpowon(false); } if (playerBlue->getlife() <= 0) changeScene(*new endScreen("RedPlayer", sf::Vector2f(1280 / 2 - 200, 720 / 2 - 75))); if (playerRed->getlife() <= 0) changeScene(*new endScreen("BluePlayer", sf::Vector2f(1280 / 2 - 200, 720 / 2 - 75))); } }
void Engine::gameStateHandler() { if(STATE.Running){changeScene(SceneRunning);} if(STATE.Initial){} if(STATE.Menu){} if(STATE.EndGame){} if(STATE.GameOver){} }
void LoadManager::loadedArmatureCall(float f) { mArmatureLoaded++; doProgressCall(); if (mLoaded + mArmatureLoaded >= mAllNum + mArmatureNum) { changeScene(); } }
// 毎フレーム updateAndDraw() で呼ばれる void Rule::update() { Graphics::SetBackground(HSV(System::FrameCount(),0.6,0.9)); for (int i = 0; i < 40; i++){ switch (i % 4){ case 0: cir[i].rightmove(); break; case 1: cir[i].leftmove(); break; case 2: cir[i].sinmove(); break; case 3: cir[i].sinmove2(); break; default: break; } cir[i].update(); if (cir[i].getE())click.drawCenter(L"click", { cir[i].getX(), cir[i].getY() }, Palette::White); } button_m.update(); if (button_m.isClicked()){ SoundAsset(bgm_m).stop(); changeScene(L"Start"); } static int frameCounter = 0; if(frameCounter >= 60 * 90) { frameCounter = 0; SoundAsset(bgm_m).pause(1000); changeScene(L"Start", 1000); return; } else { ++frameCounter; } }
void Game::start() { loadScenes(); changeScene("test"); while (_currentScene != nullptr) { _currentScene->run(); } exit(0); }
void cMAIN_GAME::enter(HWND hWnd, HINSTANCE hInst) { hWnd_ = hWnd; hInst_ = hInst; ::GetClientRect(hWnd_, &client_rt_); changeScene(SCENE_ID::INTRO); camera_->initCamera(client_rt_); }
//-------------------------------------------------------------- void App::setup() { ofSetCircleResolution(120); ofBackground(255); ofSetFrameRate(30); ofSetVerticalSync(true); setupEffectsGui(); //initialise camera camWidth = CAM_WIDTH; // try to grab at this size. camHeight = CAM_HEIGHT; #ifndef USE_SMALL_APP vidGrabber.setVideoDeviceID(0); //0 is first, iSight is always last, so this is safe... vidGrabber.initGrabber(camWidth, camHeight); #endif audioManager.setup(this); drawAudio = false; //now fonts AppAssets::inst()->appFont.loadFont("fonts/Helvetica.ttf", 12); // add all the scenes scenes.push_back(&cellSC); scenes.push_back(&drawnSC); scenes.push_back(&textureSC); scenes.push_back(&spotsSC); // setup the scenes for(vector<BaseScene*>::iterator it = scenes.begin(); it != scenes.end(); ++it) { // set the audio pointer (*it)->audioPtr = &audioManager; (*it)->setup(); (*it)->exitScene(); } // start with the frist scene sceneIndex = SCENE_DRAWN; changeScene(sceneIndex); twitter.setVerbose(true); twitter.init(); fx.setup(ofGetWidth(), ofGetHeight()); take_screenshot_on = 0; twitter.getSimulator().setEffects(fx); twitter.getSimulator().loadSettings(); command_timeout = ofGetElapsedTimef() + fx_duration; showMouse = false; //ofHideCursor(); }
///-------------------------------------------------------------- void ofApp::keyReleased(int key) { switch(key) { case 'f': case 'F': { // Change window mode // isFullScreen = !isFullScreen; // ofSetFullscreen(isFullScreen); break; } case '*': { showFPS = !showFPS; break; } case OF_KEY_UP: case OF_KEY_RIGHT: { #ifdef OF_DEBUG if(currentScene!=9) sceneManager.nextScene(true); else { string toScene = "Scene 2"; changeScene(toScene); } #endif break; } case OF_KEY_DOWN: case OF_KEY_LEFT: { #ifdef OF_DEBUG sceneManager.prevScene(); #endif break; } // case 's': // case 'S': // { // if (currentSceneName == "Scene 8") { // scene8->keyReleased(key); // } // break; // } // case ' ': // if (currentSceneName == "Scene 8") { // scene8->keyReleased(key); // } default: break; } }
void CGameManager::changeGameState(EGameState gs) { switch (gs) { case EGameState::NONE: changeScene(EGameScene::WELCOME); break; case EGameState::LOGINERROR: break; case EGameState::LOGINSUCCESS: changeScene(EGameScene::MENU); break; case EGameState::PLAYING: changeScene(EGameScene::GAMEVIEW); break; case EGameState::PAUSE: break; case EGameState::RESUME: break; case EGameState::GAMEOVER: break; case EGameState::RANDING: { changeScene(EGameScene::MENU); break; } case EGameState::LOGINOUT: { changeScene(EGameScene::WELCOME); break; } default: break; } }
void StartScene::action(){ if(Keyboard::pushed(KEY_INPUT_Z)){ switch(order.size()-1){ case 0: switch(order[order.size()-1]){ case 0: PlaySoundMem(Sound::decide, DX_PLAYTYPE_BACK); SetDrawBlendMode(DX_BLENDMODE_ALPHA, 128); DrawString(5, DEFAULT_SCREEN_SIZE_Y-20, "Now Loading...", GetColor(255,255,255)); changeScene(new BattleScene); break; case 1: if(my_mission[0] > 0){ PlaySoundMem(Sound::step, DX_PLAYTYPE_BACK); order.push_back(0); } break; default: PlaySoundMem(Sound::step, DX_PLAYTYPE_BACK); changeScene(nullptr); break; } break; case 1: PlaySoundMem(Sound::decide, DX_PLAYTYPE_BACK); SetDrawBlendMode(DX_BLENDMODE_ALPHA, 128); DrawString(5, DEFAULT_SCREEN_SIZE_Y-20, "Now Loading...", GetColor(255,255,255)); changeScene(new BattleScene); break; } } if(Keyboard::pushed(KEY_INPUT_X) && order.size() >= 2){ PlaySoundMem(Sound::cancel, DX_PLAYTYPE_BACK); order.pop_back(); } }
void Scene::cmdSceneChange(int argc, const char **argv) { int scene_num = 0; scene_num = atoi(argv[1]); if ((scene_num < 1) || (uint(scene_num) >= _sceneLUT.size())) { _vm->_console->debugPrintf("Invalid scene number.\n"); return; } clearSceneQueue(); changeScene(scene_num, 0, kTransitionNoFade); }
void LoadManager::load(SCENE target) { clearCache(); mNextScene = target; if (mAllNum + mArmatureNum <= 0) { changeScene(); return; } CCScene* tempSc = LoadScene::scene(); mLoadScene = (LoadScene*)(tempSc->getChildren()->objectAtIndex(0)); CCDirector::sharedDirector()->replaceScene(tempSc); if (mLoadArray->count() == 0) { loadArmature(); return; } for (int i = mLoadArray->count() - 1; i >= 0; i--) { LoadInfoVo* pObj = (LoadInfoVo*)mLoadArray->objectAtIndex(i); switch (pObj->mType) { //case LArmature: // CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfoAsync(pObj->mImagePath.c_str(), // pObj->mPlistPath.c_str(), // pObj->mJsonPath.c_str(), // this, // schedule_selector(LoadManager::loadedArmatureCall)); // break; case LSprite: mSpriteLoadArray->addObject(pObj); CCTextureCache::sharedTextureCache()->addImageAsync(pObj->mImagePath.c_str(), this, callfuncO_selector(LoadManager::loadedImageCall)); break; case LImage: CCTextureCache::sharedTextureCache()->addImageAsync(pObj->mImagePath.c_str(), this, callfuncO_selector(LoadManager::loadedImageCall)); break; } mLoadArray->removeObject(pObj); } }
void update() override{ if (Input::KeyZ.clicked) { start = true; } if (start) { val1 += (-400 - val1) / 20; val2 += (-800 - val2) / 20; if (val1 < -395) { if (select == 0) val3 += (50 - val3) / 20; else val3 += (80 - val3) / 20; val4 += (255 - val4) / 20; } if (val4 > 200) { if (select == 0) val5 += (80 - val5) / 20; else val5 += (50 - val5) / 20; val8 += (10 - val8) / 10; val6 += (255 - val6) / 20; } if (val6 > 250) { if (Input::KeyUp.clicked) { select--; if (select < 0) select = 1; } if (Input::KeyDown.clicked) { select++; if (select > 1) select = 0; } if (Input::KeyZ.clicked) { m_data->dif = !select ? Difficulty::VeryEasy : Difficulty::Easy; changeScene(L"Game", 1000); } if (!select){ val7 += (300 - val7) / 10; } if (select == 1){ val7 += (400 - val7) / 10; } } } }
void SceneManager::Update(){ if (Game->MANAGER.load){ if (Game->MANAGER.scene){ addScene(Game->MANAGER.loadName, Game->MANAGER.scene); } Game->MANAGER.load = false; } if (Game->MANAGER.unload){ removeScene(Game->MANAGER.unloadName); Game->MANAGER.unload = false; } if (Game->MANAGER.change){ changeScene(Game->MANAGER.changeName); Game->MANAGER.change = false; } }
void SceneManager::listenerSynchronize(Serializer &s) { s.validate("SceneManager"); _altSceneObjects.synchronize(s); s.syncAsSint32LE(_sceneNumber); s.syncAsUint16LE(_globals->_sceneManager._scene->_activeScreenNumber); if (s.isLoading()) { changeScene(_sceneNumber); checkScene(); } _globals->_sceneManager._scrollerRect.synchronize(s); SYNC_POINTER(_globals->_scrollFollower); s.syncAsSint16LE(_loadMode); }
void update()override{ if (Input::KeyUp.clicked&&select>0){ select--; } if (Input::KeyDown.clicked&&select<2){ select++; } if (Input::KeyZ.clicked){ if (select == 0){ changeScene(L"Game", 1000); } } val1 += (170 - val1) / 10; val2 += (select * 90 + 210 - val2) / 10; }
Scene& ScenePool::createScene(const std::string &name) { auto itr = m_scenePool.find(name); if(itr == m_scenePool.end()) { m_scenePool[name] = new Scene(name); JL_DEBUG_LOG("Created new scene '%s'", name.c_str()); if(m_activeScene == nullptr) changeScene(name); return *m_scenePool[name]; } else return *itr->second; }
void LogoScene::judgeState() { if (isEndAddResource && isEndLogo) { if (ISSTARTBTN) { showNextBtn(0.f); } else { changeScene(NULL); } } else if (isEndLogo) { showLoadingRing(); } }
void LoadManager::loadArmature() { if (mArmatureNum <= 0) { changeScene(); return; } for (int i = mArmatureLoadArray->count() - 1; i >= 0; i--) { LoadInfoVo* pObj = (LoadInfoVo*)mArmatureLoadArray->objectAtIndex(i); CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfoAsync(pObj->mImagePath.c_str(), pObj->mPlistPath.c_str(), pObj->mJsonPath.c_str(), this, schedule_selector(LoadManager::loadedArmatureCall)); mArmatureLoadArray->removeObject(pObj); } }
//-------------------------------------------------------------- void testApp::update(){ //OSCメッセージを受信 while( receiver.hasWaitingMessages() ) { // get the next message ofxOscMessage m; receiver.getNextMessage( &m ); if ( m.getAddress() == "/app/init" ) { int scene = m.getArgAsInt32(0); changeScene(scene); cout << "receive OSC" << m.getAddress() << ":" << m.getArgAsInt32(0) << endl; } //FaceExchange 顔交換 if (m.getAddress() == "/face/number" && m.getArgAsInt32(0) < 15) { faceExchange->num_displayFace = m.getArgAsInt32(0); faceExchange->imgTracker.reset(); printf("faceNumber: %d\n",m.getArgAsInt32(0)); } //KinectCloud関連のOSC if (currentApp == kinectCloud) { if ( m.getAddress() == "/touch/position") { kinectCloud->moveCam(m.getArgAsFloat(0), m.getArgAsFloat(1)); cout << "receive OSC" << m.getAddress() << ":" << m.getArgAsInt32(0) << ", " << m.getArgAsInt32(1) << endl; } if ( m.getAddress() == "/touch/scale") { kinectCloud->scale = m.getArgAsFloat(0); cout << "receive OSC" << m.getAddress() << ":" << m.getArgAsInt32(0) << endl; } } } }
void SplashScene::initTimers() { m_timer.setInterval(0.4f); m_timer.setRepeatCount(5); m_timer.setTickCallback([this](){ if(!m_updateColors) { auto soundMgr = Lore::SoundManager::instance(); soundMgr->playEffect(kSoundName_AmazingIntro); m_updateColors = true; } }); m_timer.setDoneCallback([this]() { KABOOM_DLOG("m_disapperTimer - done...."); auto gm = Lore::GameManager::instance(); gm->changeScene(std::unique_ptr<Lore::Scene>(new MenuScene())); }); m_timer.start(); }