void InstanceLayer::initframe() { Size size = Director::getInstance()->getVisibleSize(); //中间背景 listbase = Sprite::create("ui/listbase_1.jpg"); listbase->setScaleX(1.4f); listbase->setPosition(size.width/2, 400); this->addChild(listbase, 1); initList(); //顶部背景 auto background = Sprite::create("ui/background_2.jpg"); background->setScale(1.26f); background->setPosition(size.width/2, 760); this->addChild(background, 3); //底部背景 auto bottom_list = Sprite::createWithSpriteFrameName("bottom_list.jpg"); bottom_list->setPosition(size.width/2, bottom_list->getContentSize().height/2); this->addChild(bottom_list, 3); initTitle(); }
void TimeLinePanel::initLayout() { wxBoxSizer* sizer = new wxBoxSizer(wxVERTICAL); initTitle(sizer); initSplitterWindow(sizer); SetSizer(sizer); }
bool HelloWorld::init() { if (!Layer::init()) { return false; } winSize = Director::getInstance()->getWinSize(); srand((int)time(NULL)); listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this); initBG(); initTitle(); initGameData(); initPlayer(); // scoreboard(enemycount); setMissileInterface(); initGameover(); __String *tempScore = __String::createWithFormat("%i", score); scorelabel = LabelTTF::create(tempScore->getCString(), "Perfect Dark Zone.ttf", 40); scorelabel->setPosition(Vec2(150, 680)); this->addChild(scorelabel, 150); this->scheduleUpdate(); return true; }
void MainLayer::menuCallBack0(cocos2d::Ref *pSender) { initTitle(); // sceneManager=new GameSceneManager(); sceneManager->goToGameScene(); }
int main(int argc, char *argv[]) { int done = 0; long prvTickCount = 0; int i; int btn; SDL_Event event; long nowTick; int frame; parseArgs(argc, argv); initDegutil(); initSDL(windowMode); if ( !noSound ) initSound(); initFirst(); initTitle(); while ( !done ) { SDL_PollEvent(&event); keys = SDL_GetKeyState(NULL); if ( keys[SDLK_ESCAPE] == SDL_PRESSED || event.type == SDL_QUIT ) done = 1; if ( keys[SDLK_p] == SDL_PRESSED ) { if ( !pPrsd ) { if ( status == IN_GAME ) { status = PAUSE; } else if ( status == PAUSE ) { status = IN_GAME; } } pPrsd = 1; } else { pPrsd = 0; } nowTick = SDL_GetTicks(); frame = (int)(nowTick-prvTickCount) / interval; if ( frame <= 0 ) { frame = 1; SDL_Delay(prvTickCount+interval-nowTick); if ( accframe ) { prvTickCount = SDL_GetTicks(); } else { prvTickCount += interval; } } else if ( frame > 5 ) { frame = 5; prvTickCount = nowTick; } else { prvTickCount += frame*interval; } for ( i=0 ; i<frame ; i++ ) { move(); tick++; } smokeScreen(); draw(); flipScreen(); } quitLast(); }
static void handleMissionArgs(int argc, char *argv[]) { int i, testingMission, showCredits; showCredits = testingMission = 0; for (i = 1 ; i < argc ; i++) { /* assume this is filename for testing */ if (argv[i][0] != '-') { loadTestMission(argv[i]); testingMission = 1; } if (strcmp(argv[i], "-credits") == 0) { showCredits = 1; } } if (showCredits) { initCredits(); } else if (!testingMission) { initTitle(); } }
AppPreviewLoaderFrame::AppPreviewLoaderFrame(const QString &title, int xid, QWidget *parent) : QFrame(parent), m_parent(parent), m_inMiniStyle(false),m_canShowTitle(true), m_xid(xid) { this->setFixedSize(Dock::APP_PREVIEW_WIDTH + BUTTON_SIZE / 2, Dock::APP_PREVIEW_HEIGHT + BUTTON_SIZE); initPopupWidget(); initPreviewLoader(xid); initCloseButton(); initTitle(title); }
bool StoreLayer::init() { if (!Layer::init()) { return false; } initFrame(); initMenu(); initTitle(); return true; }
void moveGameover() { int btn = getButtonState(); if ( goCnt > 900 || (goCnt > 128 && mnp && (btn & PAD_BUTTON1)) ) { setHiScore(); initTitle(); return; } if ( btn == 0 ) { mnp = 1; } goCnt++; }
void moveStageClear() { int btn = getButtonState(); if ( scCnt > 900 || (scCnt > 128 && mnp && (btn & PAD_BUTTON1)) ) { setHiScore(); initTitle(); return; } if ( btn == 0 ) { mnp = 1; } scCnt++; }
// // Initialize this widget // void DeviceManagerView::initView() { // Create a vertical layout to this widget m_layout = new QVBoxLayout(this); // Init the title and icon initTitle(); // Set up toolbar initToolBar(); // Init the device view and text view initDataView(); // Connect to know when to enable/disable buttons connect(_app, SIGNAL(modeChanged()), this, SLOT(slotModeChanged())); // Update view update(); // // Set widget proportions // QString x, y, w, h; _app->settings()->get(KEY_DEVICE_MANAGER_X, x); _app->settings()->get(KEY_DEVICE_MANAGER_Y, y); _app->settings()->get(KEY_DEVICE_MANAGER_W, w); _app->settings()->get(KEY_DEVICE_MANAGER_H, h); if (w == 0 || h == 0) { setGeometry(0, 0, 350, 200); } else { setGeometry(x.toInt(), y.toInt(), w.toInt(), h.toInt()); } // Check if DM should be open QString config; _app->settings()->get(KEY_DEVICE_MANAGER_OPEN, config); if (config == Settings::trueValue()) { _app->slotViewDeviceManager(); } else { hide(); _app->slotDeviceManagerViewClosed(); } }
void moveGameover() { int btn = getButtonState(); //senquack : make it so you can press either button 1 *or* 2 *or* the exit mapping to get back to main menu quicker // if ( goCnt > 900 || (goCnt > 128 && mnp && (btn & PAD_BUTTON1)) ) { if ( goCnt > 900 || (goCnt > 128 && mnp && ((btn & PAD_BUTTON1) || (btn & PAD_BUTTON2) || control_state[ext_to_int_map[settings.map.exit]]))) { setHiScore(0); initTitle(); return; } if ( btn == 0 ) { mnp = 1; } goCnt++; }
//返回到副本界面 void InstanceLayer::return_instance() { if (title_custom_lineup) { this->removeChild(title_custom_lineup); title_custom_lineup = NULL; } this->removeChild(menu_left_new); this->removeChild(lineup_content); listbase->setTexture(TextureCache::getInstance()->addImage("ui/listbase_1.jpg")); initTitle(); normalInstanceListLayer->setTouchEnabled(true); normalInstanceListLayer->setVisible(true); m_curUI = INSTANCE_UI; }
DockAppItem::DockAppItem(QWidget *parent) : DockItem(parent) { m_appManager = new DBusDockedAppManager(this); m_dockModeData = DockModeData::instance(); connect(m_dockModeData, &DockModeData::dockModeChanged,this, &DockAppItem::onDockModeChanged); setFixedSize(m_dockModeData->getNormalItemWidth(), m_dockModeData->getItemHeight()); initAppIcon(); initBackground(); initTitle(); m_appIcon->raise(); initClientManager(); initPreviewContainer(); }
void moveBossScoreAtr() { int btn = getButtonState(); if ( bsCnt == 128 ) addScore(bsAdd); if ( bsCnt > 600 || (bsCnt > 160 && mnp && (btn & PAD_BUTTON1)) ) { if ( status != STAGE_CLEAR ) { gotoNextScene(); } else { setHiScore(1); initTitle(); } return; } if ( btn == 0 ) { mnp = 1; } bsCnt++; }
void initialize() { w = initscr(); // init a curses window start_color(); // call so can use colors int i, j, k = 0; // counter variables for(i = 0; i < 8; i++) // initialize all 64 color pairs { for(j = 0; j < 8; j++) { if(k) // skip cp #1; already defined as black and white { init_pair(k, colors[i], colors[j]); } k++; } } /* * These two lines make it so that getch() doesn't need to wait * for a character to be entered for getch() to return. * This allows the game to update and render even when there is no input * Also put as: call getch() without blocking */ cbreak(); // put terminal in c break mode nodelay(w, TRUE); // don't wait for enter to read char noecho(); // turn off key echoing keypad(w, TRUE); // allow getch() to detect non-character key presses curs_set(0); // hide the cursor initMenu(4); initTitle(60, 5, titleBanner); initMenuChoice(GAME, "Play Game"); initMenuChoice(INSTRUCTIONS, "Instructions"); initMenuChoice(OPTIONS, "Options"); initMenuChoice(QUIT, "Quit"); initGame(); setState(MAIN_MENU); }
EclipseState::EclipseState(DeckConstPtr deck) { initPhases(deck); initSchedule(deck); initTitle(deck); }
void MainLayer::menuCallBack1(cocos2d::Ref *pSender) { initTitle(); sceneManager->goToRankBirdScene(); }
static void quit(void) { initTitle(); }
void MainLayer::menuCallBack4(cocos2d::Ref *pSender) { initTitle(); sceneManager->goToAboutScene(); }
int main(int argc, char *argv[]) { int done = 0; long prvTickCount = 0; int i; SDL_Event event; long nowTick; int frame; parseArgs(argc, argv); initDegutil(); initSDL(); initFirst(); initTitle(); while ( !done ) { int numkeys = 0; SDL_PollEvent(&event); keys = SDL_GetKeyboardState(&numkeys); if ( keys[SDL_SCANCODE_ESCAPE] == SDL_PRESSED || event.type == SDL_QUIT ) done = 1; if ( keys[SDL_SCANCODE_P] == SDL_PRESSED ) { if ( !pPrsd ) { if ( status == IN_GAME ) { status = PAUSE; } else if ( status == PAUSE ) { status = IN_GAME; } } pPrsd = 1; } else { pPrsd = 0; } nowTick = SDL_GetTicks(); frame = (int)(nowTick-prvTickCount) / interval; if ( frame <= 0 ) { frame = 1; SDL_Delay(prvTickCount+interval-nowTick); if ( accframe ) { prvTickCount = SDL_GetTicks(); } else { prvTickCount += interval; } } else if ( frame > 5 ) { frame = 5; prvTickCount = nowTick; } else { prvTickCount += frame*interval; } for ( i=0 ; i<frame ; i++ ) { move(); tick++; } drawGLSceneStart(); draw(); drawGLSceneEnd(); swapGLScene(); } quitLast(); return 0; }