void CMovement::Init(CXMLParser::TXML* movementData, CCharacter *owner) { _owner = owner; _characterPosition = owner->getPosition(); _position = new Vector2(0,0); _position->setXY(_characterPosition->getX(),_characterPosition->getY()); char *auxTag; for(vu8 i = 0; i < movementData->numChilds; ++i){ auxTag = movementData->childs[i]->tag; if(strcmp(auxTag, "name") == 0){ strcpy(_name, movementData->childs[i]->value); }else if(strcmp(auxTag, "command") == 0){ _command = CInputs::getInstance()->stringToCommand(movementData->childs[i]->value); }else if(strcmp(auxTag, "priority") == 0){ _priority = atoi(movementData->childs[i]->value); }else if(strcmp(auxTag, "sprite") == 0){ initSprite(movementData->childs[i]); }else if(strcmp(auxTag, "totalDuration") == 0){ _totalDuration = atof(movementData->childs[i]->value); }else if(strcmp(auxTag, "loopable") == 0){ _loopeable = strcmp(movementData->childs[i]->value, "true") == 0?true:false; }else if(strcmp(auxTag, "canBeBlocked") == 0){ _canBeBlock = strcmp(movementData->childs[i]->value, "true") == 0?true:false; }else if(strcmp(auxTag, "movementData") == 0){ initFrames(movementData->childs[i]); } // end if } // end for _sprite->setDurationPerFrame(_durationPerFrame); } // Init
Auth::Auth() { std::cout << "[GameMode] Auth started" << std::endl << std::flush; std::ifstream keyFile("key/dofus.key", std::ios::binary); std::copy(std::istreambuf_iterator<char>(keyFile), std::istreambuf_iterator<char>(), std::back_inserter(_key)); initFrames(); }
JointManager::JointManager(const std::vector< std::string > &modelJointList, QWidget *parent) : QWidget(parent) , m_currentFrame() { jointsLayout = new QGridLayout(); setLayout(jointsLayout); m_jointList = modelJointList; initFrames(stripList(modelJointList)); }
// this func calculate the number of frames // require for the ram and then acc to that // create no. of frames which will be required for it // and also mark the space which is preoccupied // by the kernel void init_mm(u32int ram_sz_bytes) { // create a bitmap for the record // which blocks is allocated // and which isn't initFrames(ram_sz_bytes); // right now bit is full of zero // means nothing is allocated yet // so we have place one to show that // kernel is here you can't allocate // here allocate_kernel(); }
//=========================================================// //=========================================================// GLvoid UpdateHorse() //cosin and sin take sinputs as radians, and angle converts to radians { if (!horse.initialized) { initFrames(); } static int frameCounter = 0; horse.rad = PI*horse.angle / 180.0; horse.x += sin(horse.rad)*horseSpeed / 500.0; horse.z += cos(horse.rad)*horseSpeed / 500.0; static time_t lasttime = time(nullptr); time_t currenttime = time(nullptr); if (currenttime - lasttime > 0.001) { lasttime = currenttime; frameCounter++; if (frameCounter > 1) { frameCounter = 0; } } if (horse.state == 1) { DrawHorse(still); } else if (horse.state == 2) { DrawHorse(walk[frameCounter]); } else if (horse.state == 3) { DrawHorse(trot[frameCounter]); } else if (horse.state == 4) { DrawHorse(gallop[frameCounter]); } DrawHorse(walk[frameCounter]); }
// ********************************************************************************************** // // // // ********************************************************************************************** // classPlayer::classPlayer(std::string set_name, int playerNumber) : teleporter_n(-1), selected_weapon(WEAPON_DEFAULT), l_key_released(true), r_key_released(true) { _number = playerNumber-1; max_projectiles = game_data.players[_number].max_shots; //std::cout << "classPlayer::classPlayer - max_projectiles: " << max_projectiles << std::endl; position.y = -TILESIZE; position.x = 80; hit_duration = 2500; //hitPoints.total = game_data.players[_number].HP; hitPoints.total = PLAYER_INITIAL_HP; hitPoints.current = hitPoints.total; name = set_name; add_graphic(); init_weapon_colors(); initFrames(); shield_type = SHIELD_FRONT; /// @TODO: from editor // load items from save if (game_data.players[_number].can_slide == true) { slide_type = 1; } _jump_accel = game_data.players[_number].jump_gravity; move_speed = game_data.players[_number].move_speed/10; double temp_move_speed = game_data.players[_number].move_speed; temp_move_speed = temp_move_speed / 10; double intpart; double fractpart = modf(temp_move_speed , &intpart); if (fractpart > 0) { // calculates how many frames we need to give an extra pixel movement _fractional_move_speed = 10 - fractpart*10; } std::cout << ">>>>>>>>>>>>> move_speed: " << move_speed << ", fractpart: " << fractpart << ", _fractional_move_speed: " << _fractional_move_speed << std::endl; _touch_damage_reductor = game_data.players[_number].touch_damage_reduction; if (_touch_damage_reductor > 0) { _hit_move_back_dist = TILESIZE; } _charged_shot_projectile_id = game_data.players[_number].full_charged_projectile_id; //std::cout << "Player[" << name << "].jump_gravity: " << _jump_accel << std::endl; _simultaneous_shots = game_data.players[_number].simultaneous_shots; }
MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::MainWindow) { ui->setupUi(this); initFrames(); initBoxes(); turn = 0; memset(grid, 0, sizeof(grid)); strategy = new Strategy(); for (int i = 0; i < 9; ++i) { for (int j = 0; j < 9; ++j) { QSignalMapper *signalMapper = new QSignalMapper(this); connect(boxes[i][j], SIGNAL(clicked()),signalMapper, SLOT(map())); signalMapper -> setMapping(boxes[i][j], (i*9 + j)) ; connect(signalMapper, SIGNAL(mapped(int)), this, SLOT(fillBoxes(int))); } } }
//start programu. PROGRAM-> FUNKCE . eof tChyba PROGRAM () { //inicializace labelu pro if a while na 0 lab = 0; lab_while = 0; //nacitani prvniho tokenu je v komentu, protoze na konci je pomocna funkce, kde se uz nacita token, pri vyslednem kodu, bude toto nacteni tokenu odkomentovano /*token = getNextToken(); if(token.stav == s_lex_error) { return S_LEXIKALNI_CHYBA; }*/ //lokalni promenna, do ni se nacita vystup funkci int analyza; //vytvoreni globalni a lokalni(main) hash tabulky int ret = initFrames(); byla_funkce = false; pocitani_parametru = 0; if(ret != S_BEZ_CHYB ) { return S_INTERNI_CHYBA; } if(token.stav == s_klicove && (!strcmp(token.data, "function") || !strcmp(token.data, "var") || !strcmp(token.data, "begin"))) { //podminka kde se kontroluje, zda nacteny token je klicove slovo a nasledne se rozhodne, ktere konkretne. Pote dojde k zavolani funkce FUNKCE, kde jsou 3 pravidla, ktere zacinaji terminala vyse analyza = FUNKCE (); if (analyza != S_BEZ_CHYB) { //pokud se vrati po zavolani FUNKCE() s_bez_chyb pokracuje se dal, jinak se vraci chybovy kod, ktery funkce vratila return analyza; } if(token.stav == s_tecka) { //porovnava se ciselna hodnota tokenu s ciselnou hodnotu tecky (tecka neni primo nadefinovana jako tecka, ale je pro ni vyhrazen unikatni identifikator ciselny, ktery porovnavam s id prvku v nactenem tokenu) token = getNextToken(); if(token.stav == s_lex_error) { //jakmile nacitam token okamzite kontroluju, jestli se nevyskytla lexikalni chyba return S_LEXIKALNI_CHYBA; } if(token.stav == s_eof) { //jakmile dojdeme ke konci souboru, vrati funkce syntakticka analyza ok a mame vyhrano return S_BEZ_CHYB; } } } return S_SYNTAKTICKA_CHYBA; //pokud nejaky token neodpovida predem danym terminalum z pravidel, vraci chybu }
void CProjectileMovement::Init(CXMLParser::TXML* projectileMovementData, CCharacter *owner, CPalette *palette) { CMovement::Init(projectileMovementData, owner, palette); _projectile = true; //_position = new Vector2(0,0); //_position->setXY(_characterPosition->getX(),_characterPosition->getY()); _firstPosOffset = new Vector2(); char *auxTag; for(vu8 i = 0; i < projectileMovementData->numChilds; ++i){ auxTag = projectileMovementData->childs[i]->tag; if(strcmp(auxTag, "speedX") == 0){ _speedX = atof(projectileMovementData->childs[i]->value); }else if(strcmp(auxTag, "speedY") == 0){ _speedY = atof(projectileMovementData->childs[i]->value); }else if(strcmp(auxTag, "firstPositionX") == 0){ _firstPosOffset->setX( atoi(projectileMovementData->childs[i]->value)); }else if(strcmp(auxTag, "firstPositionY") == 0){ _firstPosOffset->setY( atoi(projectileMovementData->childs[i]->value)); }else if(strcmp(auxTag, "numProjectiles") == 0){ _numProjectiles = atoi(projectileMovementData->childs[i]->value); //_totalDuration = atof(projectileMovementData->childs[i]->value); }else if(strcmp(auxTag, "dispersion") == 0){ _dispersion = atof(projectileMovementData->childs[i]->value); }else if(strcmp(auxTag, "projMovementData") == 0){ initFrames(projectileMovementData->childs[i]); } // end if } // end for _sprite->setDurationPerFrame(_durationPerFrame); initProjectiles(); } // Init
Frames::Frames() { initFrames(); }
WindowsImageData::WindowsImageData(WinComPtr<IWICBitmapDecoder>& bitmapDecoder) : m_bitmapDecoder(bitmapDecoder) { initFrames(); }