Пример #1
0
/* init Dlg */
void ExcDlgPowerTotal::InitDlg(void)
{
	int i = 0;
	//unsigned char str[1] = { 'L' };
	unsigned char buff[32] = {0};

	ClearAll();

	SetMemAera(16, 0, GPS_16X32_8BIT, DISPLAY, false);

	SetRectangle(0, 18, 160, 2, false);
	SetRectangle(0, 142, 160, 2, false);
	SetRectangle(138, 147, 16, 8, false);
	SetRectangle(136, 149, 2, 4, false);
	//DISPLAY_8x16_SR(64, 2, false);


	DISPLAY_16x16_DIANNENGLIANG(55, 25, false);
	DISPLAY_ZHENGXIANGYOUGONG(0, 45, false);
	DISPLAY_ZHENGXIANGWUGONG(0, 63, false);
	DISPLAY_FANXIANGYOUGONG(0, 81, false);
	DISPLAY_FANXIANGWUGONG(0, 99, false);

	DISPLAY_8x16_KWH(120, 45, false);
	DISPLAY_8x16_KVARH(120, 63, false);
	DISPLAY_8x16_KWH(120, 81, false);
	DISPLAY_8x16_KVARH(120, 99, false);
	
	DISPLAY_8x16_000000000210(0, 144, false);
	DisplayTime(120, 2);

	return;
}
Пример #2
0
/* init Dlg */
void ExcDlgWelcome::InitDlg(void)
{
	int i = 0;
	//unsigned char str[1] = { 'L' };
	unsigned char buff[32] = {0};

	ClearAll();

	//logo
	//SetMemAera(144, 0, LOONGSON_LOGO16X16_8BIT, DISPLAY, false);
	SetMemAera(10, 40, LOONGSON_LOGO32X32_8BIT, DISPLAY, false);
	SetMemAera(16, 0, GPS_16X32_8BIT, DISPLAY, false);

	SetRectangle(0, 18, 160, 2, false);
	SetRectangle(0, 142, 160, 2, false);
	SetRectangle(138, 147, 16, 8, false);
	SetRectangle(136, 149, 2, 4, false);

	//DISPLAY_8x16_SR(64, 2, false);

#if 0	// title
	m_AmrDisplay.ZKDisplayConvert((char *)"L" , ASCII12, buff);
	SetZIFUAera(50, 10, ASCII12, buff, DISPLAY, false);
#else

	DISPLAY_16x16_BEIJINGSHENZHOULONGXIN(50, 40, false);
	DISPLAY_8x16_000000000210(0, 144, false);

	DISPLAY_16x16_DIANLIZHUANBIANXITONG(25, 76, false);

	DisplayTime(120, 2);

#endif
	return;
}
HPTRect &ProjectileNinjaStar::GetWeaponBounds()
{
	if(proj_params.timeDelay <= 0)
		SetRectangle(hptrectBounds, 8, 8, -4, -4);
	else
		SetRectangle(hptrectBounds, 0, 0, 0, 0);

	return hptrectBounds;
}
Пример #4
0
HPTRect &EnemyWolfGawain::GetWeaponWorldLoc()
{
	if(!HIT)
		SetRectangle(rectWeaponWorldLoc, 15, 15, -nxOffSet, 15);
	else
		SetRectangle(rectWeaponWorldLoc, 0, 0, 0, 0);

	return rectWeaponWorldLoc;
}
HPTRect &EnemyElectricField::GetWeaponWorldLoc()
{
	if(bOrientation)
		SetRectangle(rectWeaponWorldLoc, 16, 96, -8, -48);
	else
		SetRectangle(rectWeaponWorldLoc, 96, 16, -48, -8);

	return rectWeaponWorldLoc;
}
Пример #6
0
HPTRect &EnemyGMonsterFire::GetWeaponWorldLoc()
{
	if((player_spr->GetFrameSet() == ENEMY_FIRE_MONSTER_ATTACK) && (player_spr->GetFrame() == 8))
		SetRectangle(rectWeaponWorldLoc, 60, 45, -10 + nxOffSet, -25);
	//	SetRectangle(rectWeaponWorldLoc, 60, 60, 0, 0);
	else
		SetRectangle(rectWeaponWorldLoc, 0, 0, 0, 0);

	return rectWeaponWorldLoc;
}
HPTRect &ProjectileJunkbotLarge::GetWeaponBounds()
{
	if(proj_params.timeDelay <= 0)
		SetRectangle(hptrectBounds, 36, 72, -18, -36);
	else
		SetRectangle(hptrectBounds, 0, 0, 0, 0);


	
	return hptrectBounds;
}
Пример #8
0
HPTRect &EnemyPunk::GetWeaponWorldLoc()
{
	if(player_spr->GetFrameSet() == ENEMY_PUNK_ANIM_JUMP)
	{
		SetRectangle(rectWeaponWorldLoc, 15, 15, 5, -5);
	}
	else
		SetRectangle(rectWeaponWorldLoc, 0, 0, 0, 0);

	return rectWeaponWorldLoc;
}
HPTRect &ProjectilePrisonerRock::GetWeaponBounds()
{
	if(proj_params.timeDelay <= 0)
		SetRectangle(hptrectBounds, 12, 12, -6, -6);
	else
		SetRectangle(hptrectBounds, 0, 0, 0, 0);


	
	return hptrectBounds;
}
Пример #10
0
void PBodyTabContrl::_construct()
{

	VITabCtrl::EnableWindow(true);
	VITabCtrl::EnableAutomation();
	VITabCtrl::ShowWindow(SW_SHOW);

	AFX_MANAGE_STATE(AfxGetStaticModuleState());



	m_tabCurrent=0;
	//m_tabPages[0]->Create(IDD_PBCOMMON, this);
	//m_tabPages[1]->Create(IDD_PBCOMMON, this);
	
	//m_tabPages[0]->ShowWindow(SW_SHOW);
	//m_tabPages[1]->ShowWindow(SW_SHOW);
	//m_tabPages[1]->ShowWindow(SW_SHOW);

	//m_tabPages[2]->ShowWindow(SW_HIDE);

	m_nNumberOfPages = 1;

	SetRectangle();
}
LRESULT CTabCtrlEx::OnSize(UINT state, CSize Size)
{
    //DefWindowProc();
    SetRectangle();
    SetMsgHandled(FALSE);
    return 0;
}
HPTRect &EnemyDockWorkerWrench::GetWeaponWorldLoc()
{
	if((player_spr->GetFrameSet() == ENEMY_DOCK_WORKER_ANIM_ATTACK) && (player_spr->GetFrame() == 4))	
	{
		SetWeaponDamage(10);
		SetRectangle(rectWeaponWorldLoc, 25, 10, 0, 10);
	}
	else if((player_spr->GetFrameSet() == ENEMY_DOCK_WORKER_ANIM_ATTACK) && (player_spr->GetFrame() == 5))	
	{
		SetWeaponDamage(10);
		SetRectangle(rectWeaponWorldLoc, 50, 10, 0, 10);
	}
	else
		SetRectangle(rectWeaponWorldLoc, 0, 0, 0, 0);

	return rectWeaponWorldLoc;
}
Пример #13
0
ImageThresholder::ImageThresholder()
  : pix_(NULL),
    image_data_(NULL),
    image_width_(0), image_height_(0),
    image_bytespp_(0), image_bytespl_(0),
    scale_(1), yres_(300), estimated_res_(300) {
  SetRectangle(0, 0, 0, 0);
}
Пример #14
0
HPTRect &EnemyGreenNinja::GetWeaponWorldLoc()
{
	if((player_spr->GetFrameSet() == ENEMY_GREEN_NINJA_ANIM_ATTACK) && (player_spr->GetFrame() == 4))	
	{
		SetWeaponDamage(2);
		SetRectangle(rectWeaponWorldLoc, 25, 4, nxOffSet, 2);
	}
	else if((player_spr->GetFrameSet() == ENEMY_GREEN_NINJA_ANIM_ATTACK) && (player_spr->GetFrame() == 5))	
	{
		SetWeaponDamage(2);
		SetRectangle(rectWeaponWorldLoc, 25, 4, nxOffSet, -2);
	}
	else
		SetRectangle(rectWeaponWorldLoc, 0, 0, 0, 0);

	return rectWeaponWorldLoc;
}
			void Scrollbar::SetPositionAndSize()
			{
				switch (orientation)
				{
					case ScrollbarSlider::Orientation::Horizontal:
					{
						SetRectangle(Math::Rectangle(panel.GetRectangle().x, panel.GetRectangle().y + panel.GetRectangle().height, panel.GetRectangle().width, GetRectangle().height));
						break;
					}
					case ScrollbarSlider::Orientation::Vertical:
					{
						SetRectangle(Math::Rectangle(panel.GetRectangle().x + panel.GetRectangle().width, panel.GetRectangle().y, GetRectangle().width, panel.GetRectangle().height));
						break;
					}
					default:
						break;
				}
			}
Пример #16
0
void UIDraggableBox::HandleMouseMove(const STPoint2& position)
{
    MouseState state = CurrentMouseState();
    if (state == OVER || state == DOWN)
    {
        STVector2 diff = GetRectangle().pMax - GetRectangle().pMin;
        STPoint2 lowerLeft = position - mRelativeMousePosition;
        SetRectangle(UIRectangle(lowerLeft, lowerLeft + diff));
    }
}
Пример #17
0
void CDialogTabCtrl::Init()
{
	iTabCurrent = 0;
	//m_tabPages[0]->Create(IDD_MAIN_DIALOG,this);
	m_pParityDlg->Create(IDD_PARITY_CHECK,this);
	//m_pMainTabDlg->Create(IDD_MAIN_DIALOG,this);
	//m_pSpeedTestHddDlg->Create(IDD_SPEED_HDD,this);

	SetRectangle();
}
Пример #18
0
  void CPopup::Init(Abathur::TAbathurFont *font)
  {
    mTextureBG = Abathur::loadTexture("data/textures/popup_bg.tga");
    ASSERT(mTextureBG);

    mFont = font;
    mOffsetText.Set(0.069f, 0.215f);
    mLineEnter = 0.05f;
    MathUtils::MatrixOrthoOffCenterTpl(&mtx_ortho, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f);
    SetRectangle(0.4f, 0.2f, 0.28f, 0.5f, 0xffffffff);
    mFontColor = 0xff000000;
  }
Пример #19
0
void CTabContain::Init()
{
	m_tabCurrent=0;

	m_tabPages[0]->Create(IDD_TAB_HP, this);
	m_tabPages[1]->Create(IDD_TAB_PK, this);

	m_tabPages[0]->ShowWindow(SW_SHOW);
	m_tabPages[1]->ShowWindow(SW_HIDE);

	SetRectangle();	
}
Пример #20
0
bool Sprite2D::Load(Deserializer& source)
{
    SharedPtr<Texture2D> texture(new Texture2D(context_));
    if (!texture->Load(source))
        return false;

    SetTexture(texture);

    if (texture)
        SetRectangle(IntRect(0, 0, texture->GetWidth(), texture->GetHeight()));

    return true;
}
Пример #21
0
void PierrobotGear::Spawn(jvis::AnimatedSprite& player)
{
	Enemy::Spawn(player);

	_direction = (player.GetPosition().x - m_SpawnPos.x <= 0) ? Mega::Direction::LEFT : Mega::Direction::RIGHT;

	SetNumColumns(1);
	SetNumFrames(2);
	SetDelay(160);

	SetSize(jmath::vec2(32));
	SetRectangle(jmath::vec4(72, 68, 32, 32));
	GetRigidBody()->SetCollisionType(jphys::BOX_REACTIVE);
	GetRigidBody()->SetVelocity(0);
}
HPTRect &EnemyZombiePrisoner::GetWeaponWorldLoc()
{
	/* Center (0,0), offset by Render Offset */
	SetRectangle(rectWeaponWorldLoc, 15, 45, -nxOffSet, -15);


//	if(ipFlags.S_ATTACK)
//	{
//		SetRectangle(rectWeaponWorldLoc, 60, 60, -30, -30);
//	}
//	else 
//		SetRectangle(rectWeaponWorldLoc, 0, 0, 0, 0);

	return rectWeaponWorldLoc;
}
void CMyTabCtrl::Init()
{
	m_tabCurrent=0;

	m_tabPages[0]->Create(IDD_BASIC, this);
	m_tabPages[1]->Create(IDD_ADVANCED, this);
	m_tabPages[2]->Create(IDD_TRANSPARENT, this);
	m_tabPages[3]->Create(IDD_SHADED, this);
	m_tabPages[4]->Create(IDD_ABOUT, this);

	m_tabPages[0]->ShowWindow(SW_SHOW);
	m_tabPages[1]->ShowWindow(SW_HIDE);
	m_tabPages[2]->ShowWindow(SW_HIDE);
	m_tabPages[3]->ShowWindow(SW_HIDE);
	m_tabPages[4]->ShowWindow(SW_HIDE);

	SetRectangle();
}
Пример #24
0
void CMyTabCtrl::Init()
{
	m_tabCurrent=0;

	((CDlgBasic *)m_tabPages[0])->Create(*this);
	((CDlgAdvanced *)m_tabPages[1])->Create(*this);
	((CDlgTransparent *)m_tabPages[2])->Create(*this);
	((CDlgShadeButtonST *)m_tabPages[3])->Create(*this);
	((CDlgAbout *)m_tabPages[4])->Create(*this);

	m_tabPages[0]->ShowWindow(SW_SHOW);
	m_tabPages[1]->ShowWindow(SW_HIDE);
	m_tabPages[2]->ShowWindow(SW_HIDE);
	m_tabPages[3]->ShowWindow(SW_HIDE);
	m_tabPages[4]->ShowWindow(SW_HIDE);

	SetRectangle();
}
Пример #25
0
bool Sprite2D::EndLoad()
{
    // Finish loading of the texture in the main thread
    bool success = false;
    if (loadTexture_ && loadTexture_->EndLoad())
    {
        success = true;
        SetTexture(loadTexture_);

        if (texture_)
            SetRectangle(IntRect(0, 0, texture_->GetWidth(), texture_->GetHeight()));
    }
    else
    {
        // Reload failed
        if (loadTexture_ == texture_)
            texture_.Reset();
    }

    loadTexture_.Reset();
    return success;
}
CCollisionRectangle::CCollisionRectangle()
{
    OffsetX = 0;
    OffsetY = 0;
    SetRectangle(0,0,0,0);
}
CCollisionRectangle::CCollisionRectangle(int x, int y, int w, int h)
{
    OffsetX = x;
    OffsetY = y;
    SetRectangle(0,0,w,h);
}
Пример #28
0
// Animation that plays on death - twelve circles with oscillating radiuses that move away from the player 
void Player::HandleDeath(const jutil::GameTime& timespan)
{
	// If we've just entered, put all the sprites in place
	if (m_TimerDeath.ElapsedMilliseconds() == 0)
	{
		for (int i = 0; i < m_DeathSprites.size(); ++i)
			m_DeathSprites[i].SetPosition(GetPosition());
	}
	else // Otherwise, we're under way - animate
	{
		// Oscillate the radius
		if (m_DeathSpriteFlickerCounter > 4)
			m_DeathSpriteFlicker = false;
		else if (m_DeathSpriteFlickerCounter < 1)
			m_DeathSpriteFlicker = true;

		if (m_DeathSpriteFlicker)
			m_DeathSpriteFlickerCounter++;
		else
			m_DeathSpriteFlickerCounter--;

		for (int i = 0; i < m_DeathSprites.size(); ++i)
			m_DeathSprites[i].SetCurrentFrame(m_DeathSpriteFlickerCounter);

		// Move all the circles outwards in the right directions
		float d = timespan.GetDeltaTime();
		for (int i = 0; i < 2; i++, d = -d)
			m_DeathSprites[i].Move(jmath::vec2(d, d));

		for (int i = 2; i < 4; i++, d = -d)
			m_DeathSprites[i].Move(jmath::vec2(-d, d));

		for (int i = 4; i < 6; ++i, d = -d)
			m_DeathSprites[i].MoveX(d*1.6f);

		for (int i = 6; i < 8; ++i, d = -d)
			m_DeathSprites[i].MoveY(d*1.6f);

		for (int i = 8; i < 10; ++i, d = -d)
			m_DeathSprites[i].MoveX(d*0.4f);

		for (int i = 10; i < 12; ++i, d = -d)
			m_DeathSprites[i].MoveY(d*0.4f);
	}


	m_TimerDeath += timespan;
	m_TimerInvincibility.SetTime(JTime::Milliseconds(INVINCIBILITY_TIME)); 

	// If we're done dying, reset everything
	if (m_TimerDeath.ElapsedMilliseconds() > 5850) // 5300
	{
		m_TimerDeath.SetTime(0);
		m_Health = 28;
	}
	// If we're done dying, get ready to spawn back in
	else if (m_TimerDeath.ElapsedMilliseconds() > 5400)
	{
		float n = jmath::Normalise(5400.f, 5800.f, (float)m_TimerDeath.ElapsedMilliseconds());

		if (n > 0.9f)
		{
			if (GetCurrentFrame() == 1)
				SetCurrentFrame(2);
			else
				SetCurrentFrame(3);
		}
		else
			SetRectangle(jmath::vec4(120, 8, 24, 32));
		SetAnimationFrame();
		if (n > 1.f)
			n = 1.f;
		jmath::vec2 r = m_RespawnPos;
		r.y = jmath::Lerp(m_RespawnPos.y - 240, m_RespawnPos.y - 5, n);
		SetPosition(r);
	}
	// If we've played the animation, set player to spawn pos
	else if (m_Health != INT_MIN && m_TimerDeath.ElapsedMilliseconds() > 2300)
	{

		jmath::vec2 r = m_RespawnPos;
		m_Health = INT_MIN;
		r.y -= 240;
		SetPosition(r);
		SetAnimationFrame();
	}
}
Пример #29
0
// Set the relevant animation depending on the state of the player following the update loop
void Player::SetAnimationFrame()
{
	PlayerState state;
	AnimationState newState;

	if (p_Window->GetKey(Mega::Keys::MOVE_LEFT) == JKEY_HOLD)
		SetDrawFlags(jvis::Sprite::DrawFlags::FlipHorizontal);
	else if (p_Window->GetKey(Mega::Keys::MOVE_RIGHT) == JKEY_HOLD)
		RemoveDrawFlags(jvis::Sprite::DrawFlags::FlipHorizontal);


	if (m_TimerDeath.ElapsedMilliseconds() > 0)
		newState = AnimationState::SPAWNING;
	// Been hit
	else if (m_TimerInvincibility.ElapsedMilliseconds() < INVINCIBILITY_TIME / 2.5f)
		newState = AnimationState::INVINCIBLE;
	else if (m_HasCollidedBelow)
	{
		if (m_TimerBulletAnimationDelay.ElapsedMilliseconds() < FIRING_ANIMATION_DELAY)
		{
			// Running and gunning
			if (p_Window->GetKey(Mega::Keys::MOVE_LEFT) == JKEY_HOLD || p_Window->GetKey(Mega::Keys::MOVE_RIGHT) == JKEY_HOLD)
				newState = AnimationState::SHOOTRUN;
			else // Still firing
				newState = AnimationState::SHOOTSTILL;
		}
		else
		{
			// Running
			if (p_Window->GetKey(Mega::Keys::MOVE_LEFT) == JKEY_HOLD || p_Window->GetKey(Mega::Keys::MOVE_RIGHT) == JKEY_HOLD)
				newState = AnimationState::RUN;
			else // standing still
				newState = AnimationState::STILL;
		}
	}
	else
	{
		// Firing and jumping
		if (m_TimerBulletAnimationDelay.ElapsedMilliseconds() < FIRING_ANIMATION_DELAY)
			newState = AnimationState::SHOOTJUMP;
		else // Just jumping
			newState = AnimationState::JUMP;
	}

	if (newState != m_AnimationState)
	{
		m_AnimationState = newState;
		SetDelay(120);
		SetNumColumns(3);
		SetCurrentFrame(1);

		switch (m_AnimationState)
		{
		case INVINCIBLE:
			SetRectangle(jmath::vec4(0, 146, 32, 30));
			SetNumFrames(2);
			SetDelay(20);
			break;

		case STILL:
			SetRectangle(jmath::vec4(0, 38, 32, 30));
			SetNumFrames(1);
			break;

		case RUN:
			SetRectangle(jmath::vec4(0, 6, 32, 30));
			SetNumFrames(3);
			break;

		case JUMP:
			SetRectangle(jmath::vec4(0, 106, 32, 30));
			SetNumFrames(1);
			break;

		case SHOOTSTILL:
			SetRectangle(jmath::vec4(64, 38, 32, 30));
			SetNumFrames(1);
			break;

		case SHOOTRUN:
			SetRectangle(jmath::vec4(0, 70, 32, 30));
			SetNumFrames(3);
			break;

		case SHOOTJUMP:
			SetRectangle(jmath::vec4(32, 102, 32, 30));
			SetNumFrames(1);
			break;
		case SPAWNING:
			SetNumFrames(3);
			SetNumColumns(1);
			SetCurrentFrame(1);
			SetDelay(10000);
			break;
		}
	}
}
Пример #30
0
// Common initialization shared between SetImage methods.
void ImageThresholder::Init() {
  SetRectangle(0, 0, image_width_, image_height_);
}