Exemplo n.º 1
0
void pawsFrameDrawable::LoadPiece(csRef<iDocumentNode> node, FRAME_DRAWABLE_PIECE piece)
{
    bool tiled = node->GetAttributeValueAsBool("tile");
    csRect textureRect;
    textureRect.SetPos(node->GetAttributeValueAsInt("tx"), node->GetAttributeValueAsInt("ty"));
    textureRect.SetSize(node->GetAttributeValueAsInt("tw"), node->GetAttributeValueAsInt("th"));
    pieces[piece].drawable.AttachNew(new pawsImageDrawable(imageFileLocation, resourceName, tiled, textureRect, defaultAlphaValue, defaultTransparentColourRed, defaultTransparentColourGreen, defaultTransparentColourBlue));
    pieces[piece].offsetx = node->GetAttributeValueAsInt("offsetx");
    pieces[piece].offsety = node->GetAttributeValueAsInt("offsety");
}
Exemplo n.º 2
0
bool psEntity::DefineState(csRef<iDocumentNode> stateNode)
{

    int stateID;

    EntityState* entityState;
    csRef<iDocumentNodeIterator> resourceItr;

    // checking if the state ID is legal
    stateID = stateNode->GetAttributeValueAsInt("ID", -1);
    Debug4(LOG_SOUND, 0, "psEntity::DefineState %s state %d meshid %u",entityName.GetData(),stateID,id);
    if(stateID < 0)
    {
        return false;
    }

    // initializing the EntityState
    entityState = states.Get(stateID, 0);

    if(entityState != 0) // already defined
    {
        return false;
    }

    entityState = new EntityState();

    // initializing resources
    resourceItr = stateNode->GetNodes("RESOURCE");
    while(resourceItr->HasNext())
    {
        const char* resourceName = resourceItr->Next()->GetAttributeValue("NAME", 0);
        if(resourceName == 0)
        {
            continue;
        }
        entityState->resources.PushSmart(resourceName);
    }

    // checking if there is at least one resource
    if(entityState->resources.IsEmpty())
    {
        delete entityState;
        return false;
    }

    // setting all the other parameters
    entityState->probability = stateNode->GetAttributeValueAsFloat("PROBABILITY", 1.0);
    entityState->volume = stateNode->GetAttributeValueAsFloat("VOLUME", VOLUME_NORM);
    entityState->delay = stateNode->GetAttributeValueAsInt("DELAY", 0);
    entityState->timeOfDayStart = stateNode->GetAttributeValueAsInt("TIME_START", 0);
    entityState->timeOfDayEnd = stateNode->GetAttributeValueAsInt("TIME_END", 24);
    entityState->fallbackState = stateNode->GetAttributeValueAsInt("FALLBACK_STATE", UNDEFINED_ENTITY_STATE);
    entityState->fallbackProbability = stateNode->GetAttributeValueAsFloat("FALLBACK_PROBABILITY", 0.0);
    entityState->references = 1;

    // adjusting the probabilities on the update time
    if(entityState->probability < 1.0)
    {
        entityState->probability *= SoundManager::updateTime / 1000.0;
    }
    if(entityState->fallbackProbability < 1.0)
    {
        entityState->fallbackProbability *= SoundManager::updateTime / 1000.0;
    }

    // in XML delay is given in seconds, converting delay into milliseconds
    entityState->delay = entityState->delay * 1000;

    states.Put(stateID, entityState);

    return true;
}