void NewScene::selectedEvent(Ref *pSender, ui::CheckBox::EventType type) { Point origin = Director::getInstance()->getVisibleOrigin(); Size visibleSize = Director::getInstance()->getVisibleSize(); switch (type) { case cocos2d::ui::CheckBox::EventType::SELECTED: setScore(getScore() + 1); break; case cocos2d::ui::CheckBox::EventType::UNSELECTED: //log("checkbox deseleccionado"); //i -=1; setScore(getScore() - 1); break; default: break; } }
void SdlDisplay::sdlChangeEvent(bool multi) { if (!gticks) { startticks = SDL_GetTicks(); gticks = true; } if ((!p2score || p2score) && multi) { sdlDrawFont(114, 166, 65, 10, 570, fontscore, 30, setScore(score, "P1")); sdlDrawFont(114, 166, 65, 550, 570, fontscore, 30, setScore(p2score, "P2")); } if ((!score || score) && !multi) { sdlDrawFont(114, 166, 65, 10, 570, fontscore, 30, setScore(score, "P1")); sdlDrawFont(114, 166, 65, 650, 570, fontscore, 30, "Nibbler"); } if (pause && !gameover) { sdlSetRect(&rtmp, 0, 0, 0, 0); SDL_BlitSurface(menu, NULL, screen, &rtmp); } if (gameover) { if (!pause) { son = Mix_LoadWAV("music/game-over.wav"); Mix_PlayChannel(1, son, 0); } pause = true; sdlDrawFont(255, 255, 255, (WIDTH/2.5)-170, (HEIGHT/2.5)-100, FONT, 90, "GAMEOVER"); } }
void GameScene::onTouchEnded(Touch* touch, Event* event) { Point pos = touch->getLocation(); SimpleGestures rtn = recognizer->endPoint(pos); switch (rtn) { case SimpleGesturesLeft: doLeft(); doCheck(); setScore(score); break; case SimpleGesturesRight: doRight(); doCheck(); setScore(score); break; case SimpleGesturesUp: doUp(); doCheck(); setScore(score); break; case SimpleGesturesDown: doDown(); doCheck(); setScore(score); break; case SimpleGesturesNotSupport: case SimpleGesturesError: log("not support or error touch,use geometricRecognizer!!"); break; default: break; } }
void EnemyLayer::blowupEnemy(EnemySprite* pEnemySprite) { Animation *pAnimation = NULL; Sprite *pmsprite = NULL; char *buff = NULL; if (Enemy1 == pEnemySprite->getTag()) { buff = "a_001.png"; pAnimation = AnimationCache::getInstance()->getAnimation("Enemy1Blowup"); setScore(ENEMY1_SCORE); } else if (Enemy2 == pEnemySprite->getTag()) { buff = "b_001.png"; pAnimation = AnimationCache::getInstance()->getAnimation("Enemy2Blowup"); setScore(ENEMY2_SCORE); } else if (Enemy3 == pEnemySprite->getTag()) { buff = "d_00001.png"; pAnimation = AnimationCache::getInstance()->getAnimation("Enemy3Blowup"); setScore(ENEMY3_SCORE); } else { return; } pmsprite = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(buff)); Point newPos = pEnemySprite->getcurPoint(); Animate *pAnimate = Animate::create(pAnimation); pmsprite->setPosition(newPos); this->addChild(pmsprite); CallFuncN* mactiondone = CallFuncN::create(CC_CALLBACK_0(EnemyLayer::f_removemyAnimation, this, pmsprite)); auto seq = Sequence::create(pAnimate, mactiondone, NULL); pmsprite->runAction(seq); removeEnemy(pEnemySprite); updateScore(m_score); }
void SdlDisplay::sdlSetHighscore(const char *file, bool multi) { std::ofstream outfile(file, std::ios_base::out | std::ios_base::app); if (multi) if (!score && !p2score) return; else outfile << setScore(score, "P1") << setScore(p2score, "P2"); else if (!score && !p2score) return; else outfile << setScore(score, "P1"); outfile.close(); }
void GameNewLinker::getScoreByStar() { std::vector<int>animalUnLink; //未连接的图像数组 for (int i = 0; i < AnimalList.size(); i++) { if (AnimalList[i] -> getLinkStatus()) { bool wellPush = true; for (int j = 0; j < animalUnLink.size(); j++) { if (animalUnLink[j] == AnimalList[i] -> getItemType()) { wellPush = false; } } if (wellPush) { animalUnLink.push_back(AnimalList[i] -> getItemType()); } } } for (int i = 0; i < animalUnLink.size(); i++) { batter++; if (batter > bigestBatter) { bigestBatter = batter; } allbatter ++; if (animalUnLink[i] == Box_5w) { score += 50000; setScore((long)score); } setScore_link(); } }
void GameNewLinker::setScore_link() { int link_score = 50 * batter; int points_score = pointsCount * 100 + 100; int allscore = (link_score + points_score) * gameBatterType; score += allscore; setScore((long)score); }
PlayPanel::PlayPanel(QWidget* parent) : QWidget(parent, Qt::Dialog) { cachedTickPosition = -1; cachedTimePosition = -1; cs = 0; setupUi(this); setWindowFlags(this->windowFlags() & ~Qt::WindowContextHelpButtonHint); QSettings settings; restoreGeometry(settings.value("playPanel/geometry").toByteArray()); move(settings.value("playPanel/pos", QPoint(DEFAULT_POS_X, DEFAULT_POS_Y)).toPoint()); setScore(0); playButton->setDefaultAction(getAction("play")); rewindButton->setDefaultAction(getAction("rewind")); metronomeButton->setDefaultAction(getAction("metronome")); loopButton->setDefaultAction(getAction("loop")); loopInButton->setDefaultAction(getAction("loop-in")); loopOutButton->setDefaultAction(getAction("loop-out")); connect(volumeSlider, SIGNAL(valueChanged(double,int)), SLOT(volumeChanged(double,int))); connect(posSlider, SIGNAL(sliderMoved(int)), SLOT(setPos(int))); connect(tempoSlider, SIGNAL(valueChanged(double,int)), SLOT(relTempoChanged(double,int))); connect(seq, SIGNAL(heartBeat(int,int,int)), SLOT(heartBeat(int,int,int))); }
void PlayLayer::explodeSushi(SushiSprite *sushi) { //log("explodeSushi ture"); float time = 0.3; // 1. action for sushi sushi->runAction(Sequence::create( ScaleTo::create(time, 0.0), CallFunc::create(CC_CALLBACK_0(Sprite::removeFromParent, sushi)), NULL)); // 2. action for circle auto circleSprite = Sprite::create("circle.png"); addChild(circleSprite, 10); circleSprite->setPosition(sushi->getPosition()); circleSprite->setScale(0);// start size circleSprite->runAction(Sequence::create(ScaleTo::create(time, 1.0), CallFunc::create(CC_CALLBACK_0(Sprite::removeFromParent, circleSprite)), NULL)); // 3. particle effect auto particleStars = ParticleSystemQuad::create("stars.plist"); particleStars->setAutoRemoveOnFinish(true); particleStars->setBlendAdditive(false); particleStars->setPosition(sushi->getPosition()); particleStars->setScale(0.3); addChild(particleStars, 20); //消除加分 setScore(); }
Score::Score() : TextItem((BRICK_WIDTH * WIDTH)/6, qRound(BRICK_HEIGHT * 1.5)) { moveTo(0, - (height * 1.2)); setScore(0); }
void PlayScene::update(float delta) { counter += 1; if (counter == 14) { counter = 0; jumped = false; } if (counter % 2 == 1) { characterLayer->enterFrame(counter / 2); } if ((!jumped && counter == 12 && postkun->isJump) || (!jumped && counter == 13 && postkun->isJump)) { jumped = true; score++; auto str = StringUtils::format("score:%d", score); scoreLabel->setString(str); } if (!jumped && counter == 13) { // over auto scene = GameOverScene::createScene(); auto over = (GameOverScene*)scene->getChildByName("GameOverLayer"); over->setScore(score); Director::getInstance()->replaceScene(scene); } }
void Enemy::destory( ) { if(hp <= 0){ //explosion effect flame auto effect = Effect::CreateEffect( ); effect->explosion(gameStage, this->getPosition( )); //explosion effect of particle auto config = Config::getInstance( ); if(config->geteffectState( )) { SimpleAudioEngine::getInstance( )->playEffect( ship_explode_effect0 ); } config->setScore( config->getScore( ) + score ); //log("current get score is :%d",config->getScore () ); this->unschedule(schedule_selector( Enemy::fire ) ); this->removeFromParent( ); } }
void HumanConsole::restart() { timeCount = 0; lastMove = 0; lastSpeedup = -1000; running = false; keyUp = keyDown = keyLeft = keyRight = false; keyShift = keyZ = keyX = false; gameInfo.gameStatus = INIT; gameInfo.score = gameInfo.round = 0; gameInfo.planeX = PLANE_INIT_X; gameInfo.planeY = PLANE_INIT_Y; gameInfo.planeSkillsNum = 0; string bossName; init(bossName); emit setBossName(QString(bossName.c_str())); emit setPlayerName(QString("Human")); emit setTime(0); emit setScore(0); emit setValue1(0); emit setValue2(0); gameCenter->init(QPointF(gameInfo.planeX, gameInfo.planeY), QPointF(BULLET_X, BULLET_Y)); }
void GameLayer::restart() { setScore(0); resetCollisions(); resetRole(); beginCountdown(3); }
Cursor::Cursor(Score* s) : QObject(0) { _track = 0; _segment = 0; setScore(s); }
CDGNode *getTopPath(CDGNode * node, Stack * changedNodes, Stack * changedBranches) { CDGNode *pathNode = newBlankNode(); CDGNode *temp = pathNode; int branch; while (node) { if (0 != getScore(node)) { stackPush(changedNodes, &node); branch = getOutcome(node); stackPush(changedBranches, &branch); if (isLeaf(node)) { setScore(node, 0); } else { setNextNode(temp, copyToPathNode(newBlankNode(), node)); temp = getNextNode(temp); if (getOutcome(node)) { setBranchInfo(getID(node), 1, getBranchInfo(getID(node), 0)); setTrueNodeSet(temp, getTopPath(getTrueNodeSet(node), changedNodes, changedBranches)); } else { setBranchInfo(getID(node), getBranchInfo(getID(node), 1), 1); setFalseNodeSet(temp, getTopPath(getFalseNodeSet(node), changedNodes, changedBranches)); } } } node = getNextNode(node); } if (temp == pathNode) { deleteNode(pathNode); pathNode = NULL; } else { temp = pathNode; pathNode = getNextNode(pathNode); deleteNode(temp); } return pathNode; }
void Game::updateGameInfos(int nbLinesDeleted) { setLinesCompleted(getLinesCompleted() + nbLinesDeleted); setLevel(computeLevel()); setFallIterationDelay(computeFallIterationDelay()); setScore(computeScore(nbLinesDeleted) + getScore()); }
void Snake::detectCrash() { QAnimatedPixmapItem* head = snakelist.first(); QList<QGraphicsItem *> l = head->collidingItems(); for (QList<QGraphicsItem *>::Iterator it=l.begin(); it!=l.end(); ++it) { QGraphicsItem* item = *it; // check if snake ate a mouse if ( item->type() == mouse_rtti && item->collidesWithItem(head) ) { delete item; emit ateMouse(); grow++; // make the snake grow the next time it moves setScore(5); return; } // check if snake hit a wall if ( item->type() == wall_rtti && item->collidesWithItem(head) ) { emit dead(); autoMoveTimer->stop(); return; } } // check if snake hit itself for (int i = 3; i < snakelist.count(); i++) { if (head->collidesWithItem(snakelist.at(i)) ) { emit dead(); autoMoveTimer->stop(); return; } } }
void GameScene::onTouchEnded(Touch* touch, Event* event) { //得到触摸结束时坐标 Point endTouch = touch->getLocation(); //获取OpenGL坐标,以左下角为原点 //计算手指在X,Y移动的距离 endX = beginX - endTouch.x; endY = beginY - endTouch.y; if (abs(endX) > abs(endY)) { //如果X轴移动的距离大于Y轴,则是左右移动 if (endX + 5 > 0) { //向左移动 doLeft(); createCardNumber(); doCheck(); setScore(score); } else { //向右移动 doRight(); createCardNumber(); doCheck(); setScore(score); } } else //否则是上下移动 { if (endY + 5 > 0) { //向下移动 doDown(); createCardNumber(); doCheck(); setScore(score); } else { //向上移动 doUp(); createCardNumber(); doCheck(); setScore(score); } } }
void ib::Completer::completeCommand(std::vector<ib::CompletionValue*> &candidates, const std::string &value){ // {{{ auto controller = ib::Singleton<ib::Controller>::getInstance(); method_command_->beforeMatch(candidates, value); double score; if(candidates.size() == 0){ for(auto &pair : controller->getCommands()) { pair.second->setScore(0.0); score = method_command_->match(pair.second->getName(), value); if(score > -1) { pair.second->setScore(score); candidates.push_back(pair.second); } } }else{ for(auto it = candidates.begin(); it != candidates.end();){ auto base_command = dynamic_cast<ib::BaseCommand*>(*it); if(base_command != nullptr){ base_command->setScore(0.0); score = method_command_->match(base_command->getName(), value); if(score > -1){ base_command->setScore(score); ++it; continue; } } it = candidates.erase(it); } } auto history = ib::Singleton<ib::History>::getInstance(); const auto average = history->getAverageScore(); const auto se = history->calcScoreSe(); const auto hfactor = ib::Singleton<ib::Config>::getInstance()->getHistoryFactor(); const auto rfactor = 1 - hfactor; for(const auto &candidate : candidates) { auto *base_command = dynamic_cast<ib::BaseCommand*>(candidate); if(base_command != nullptr) { const auto hist_score = history->calcScore(base_command->getName(), average, se); base_command->setScore(base_command->getScore()*rfactor + hist_score * hfactor); } } method_command_->afterMatch(candidates, value); } // }}}
Ship::Ship(unsigned int w, unsigned int h, unsigned int hp, unsigned int score, unsigned int flag) { setW(w); setH(h); setHp(hp); setScore(score); setFlag(flag); return ; }
Ship::Ship(void){ setW(0); setH(0); setHp(1); setScore(0); setFlag(0); return ; }
// Constructor Team::Team(const char *name, F32 r, F32 g, F32 b, S32 score) { initialize(); setName(name); setColor(r, g, b); setScore(score); }
Cursor::Cursor(Score* s) : QObject(0) { _track = 0; _segment = 0; _filter = SegmentType::ChordRest; setScore(s); }
void Ultra::play() { float volume = 0.0; FMOD_Channel_SetVolume(musicChannel, 1.0); FMOD_Channel_GetVolume(musicChannel, &volume); fout << volume << std::endl; playMusic(ultraMusic); setCurrentGamePiece(createNewPiece()); setNextPiece(createNewPiece()); enableCurrentPiece(); setLinesCompleted(0); setLevel(1); setFallIterationDelay(computeFallIterationDelay()); setScore(0); setState(RUNNING); sf::Clock fallingClock; fallingClock.Reset(); float currentTime = 0, precTime = 0; while(renderArea->IsOpened()) { if(getState() == PAUSED) { setBackground(PAUSE_IMG); timer.pause(); if(handlePauseInput() == RETURN_MAIN) return; } else { timer.start(); currentTime = fallingClock.GetElapsedTime(); handleTimerInput(currentTime, precTime); handleUserInput(); if(Game::gameOver() || timeElapsed()) { if(handleGameOverInput() == RETURN_MAIN) return; } else render(); } renderArea->Display(); } }
void GameController::enterLevel( int level ) { LevelConfiguration* config = getLevelConfig(level); this->level = level; setScore(0); mainScene->startPlay(config); }
void UserData::addScore(int var) { setScore(getScore() + var); if (getScore() > getBestScore()) { setBestScore(getScore()); } saveData(); }
void GameScene::restart() { setScore(0); setTimeLeft(kGameSessionTime); _field->shuffle(); _restartLabel->setHidden(true); _gameOver = false; }
//Constructor Log::Log() { //Initialize the member variable pos = 0; filename = "UserInfo.txt";//Usually not changed username = "******";//Default username password = "******";//Default password setScore(0);//Initialize "score" and "score5" }
// set player name void LiveInfo::setPlayer( int color, const QString &txt ) { (color == cheng4::ctWhite ? ui->engineLabel : ui->engineLabel_2)->setText( txt ); // reset engine stats setDepth( color, 0 ); setScore( color, 0 ); setNodes( color, 0, 0 ); setPV( color, QString() ); }