Exemplo n.º 1
0
 Level OptionConverter::toLevel(const QString &rOption, 
                                const Level &rDefaultValue)
 {
     bool ok;
     Level result = toLevel(rOption, &ok);
     if (ok)
         return result;
     else
         return rDefaultValue;
 }
static jboolean isLoggable(const char* tag, jint level) {
    String8 key;
    key.append(LOG_NAMESPACE);
    key.append(tag);

    char buf[PROPERTY_VALUE_MAX];
    if (property_get(key.string(), buf, "") <= 0) {
        buf[0] = '\0';
    }

    int logLevel = toLevel(buf);
    return logLevel >= 0 && level >= logLevel;
}
Exemplo n.º 3
0
void Game::menu()
{
	switch (state)
	{
	case MENU:
		if (gui->isButtonPressed(START_BUTTON))
		{
			state = INGAME;
			toLevel(false);
			score = 0;
			//обнуление счета при каждом запуске новой игры
		}
		else if (gui->isButtonPressed(OPTIONS_BUTTON))
		{
			state = OPTIONS;
			gui->options(engine->getGUI(), texManager);
		}
		else if (gui->isButtonPressed(QUIT_BUTTON))
			state = EXIT;
		break;

	case OPTIONS:
		if (gui->isButtonPressed(BACK_BUTTON))
		{
			state = MENU;
			gui->menu(engine->getGUI(), texManager);
		}

		else if (gui->getMusicSelection() == MUSIC_ENABLE)
		{
			if (gameMusic->getIsPaused())
				gameMusic = sound->play2D("sounds/game.mp3", true, false, true);
		}

		else if (gui->getMusicSelection() == MUSIC_DISABLE)
			gameMusic->setIsPaused(true);

		if (gui->getSoundSelection() == SOUND_ENABLE)
			soundPlay = true;

		else if (gui->getSoundSelection() == SOUND_DISABLE)
			soundPlay = false;
		break;

	case PAUSE:
		if (gui->isButtonPressed(BACK_BUTTON))
		{
			state = MENU;
			drop();
			engine->hideCursor(false);
			gui->menu(engine->getGUI(), texManager);
		}

		else if (gui->isButtonPressed(RESUME_BUTTON))
		{
			state = INGAME;
			u32 delta = engine->getNow() - timer.pauseTime;
			timer.addDelta(delta);
			toLevel(true);
		}

		else if (gui->isButtonPressed(QUIT_BUTTON))
			state = EXIT;
		break;

	case OVER:
		timer.totalTime = engine->getNow();
		//score -= timer.totalTime / 2; //странное действие (большой счет)

		if (gui->isButtonPressed(START_BUTTON))
		{
			state = INGAME;
			toLevel(false);
			score = 0;// дописал обнуление после поражения
			
		}
		else if (gui->isButtonPressed(BACK_BUTTON))
		{
			state = MENU;
			drop();
			engine->hideCursor(false);
			gui->menu(engine->getGUI(), texManager);
		}
		else if (gui->isButtonPressed(QUIT_BUTTON))
			state = EXIT;
		break;
	}
}