예제 #1
0
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();
}
예제 #2
0
void TimeLinePanel::initLayout()
{
	wxBoxSizer* sizer = new wxBoxSizer(wxVERTICAL);
	initTitle(sizer);
	initSplitterWindow(sizer);
	SetSizer(sizer);
}
예제 #3
0
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;
}
예제 #4
0
void MainLayer::menuCallBack0(cocos2d::Ref *pSender)
{
    initTitle();
   // sceneManager=new GameSceneManager();
    sceneManager->goToGameScene();

}
예제 #5
0
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();
}
예제 #6
0
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();
	}
}
예제 #7
0
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);
}
예제 #8
0
bool StoreLayer::init()
{
	if (!Layer::init())
	{
		return false;
	}

	initFrame();
	initMenu();
	initTitle();
	return true;
}
예제 #9
0
void moveGameover() {
  int btn = getButtonState();
  if ( goCnt > 900 || (goCnt > 128 && mnp && (btn & PAD_BUTTON1)) ) {
    setHiScore();
    initTitle();
    return;
  }
  if ( btn == 0 ) {
    mnp = 1;
  }
  goCnt++;
}
예제 #10
0
void moveStageClear() {
  int btn = getButtonState();
  if ( scCnt > 900 || (scCnt > 128 && mnp && (btn & PAD_BUTTON1)) ) {
    setHiScore();
    initTitle();
    return;
  }
  if ( btn == 0 ) {
    mnp = 1;
  }
  scCnt++;
}
예제 #11
0
//
// 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++;
}
예제 #13
0
//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;
}
예제 #14
0
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++;
}
예제 #16
0
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);
}
예제 #17
0
 EclipseState::EclipseState(DeckConstPtr deck) {
     initPhases(deck);
     initSchedule(deck);
     initTitle(deck);
 }
예제 #18
0
void MainLayer::menuCallBack1(cocos2d::Ref *pSender)
{
    initTitle();
    sceneManager->goToRankBirdScene();
}
예제 #19
0
static void quit(void)
{
	initTitle();
}
예제 #20
0
void MainLayer::menuCallBack4(cocos2d::Ref *pSender)
{
    initTitle();
    sceneManager->goToAboutScene();
}
예제 #21
0
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;
}