int InitElementInfo (int nChannels, ELEMENT_INFO* elInfo) { int error=0; /* counting previous operation */ switch(nChannels) { case 1: initElement(elInfo, ID_SCE); break; case 2: initElement(elInfo, ID_CPE); break; default: error=1; return error; } return 0; }
int InitElementInfo (int nChannels, ELEMENT_INFO* elInfo) { int error=0; COUNT_sub_start("InitChannelMapping"); MOVE(1); /* counting previous operation */ BRANCH(2); switch(nChannels) { case 1: FUNC(2); initElement(elInfo, ID_SCE); break; case 2: FUNC(5); initElement(elInfo, ID_CPE); break; default: MOVE(1); error=1; COUNT_sub_end(); return error; } COUNT_sub_end(); return 0; }
bool Bianbian::init() { this->_HurtValue = 1024.0f; this->_BaseScale = 0.6f; this->_InValidTime = 2.5f; this->setTag(ELEMENT_WEAPON_TAG); this->setName(WEAPON_BIANBIAN_NAME); _WeaponType = WeaponType::Hulu; _WeaponMoveWays = WeaponMoveWays::Vertical; _Sprite = Sprite::createWithTexture(TextureCache::getInstance()->addImage("Images/bigBian.png")); this->addChild(_Sprite); auto breathAction = RepeatForever::create(Sequence::create( ScaleTo::create(1.0f, 1.2f*_BaseScale), ScaleTo::create(1.0f, 1.0f*_BaseScale), NULL )); breathAction->setTag(ACTION_TAG_BREATH); _Sprite->runAction(breathAction); if (this->_InValidTime > 0) { auto invalidAction = Sequence::create(DelayTime::create(_InValidTime), CallFunc::create([=](){ deal(this); }), NULL); this->runAction(invalidAction); } _EnemyDieType = EnemyDieType::ScaleDown; initElement(); return true; }
bool HuluCat::init() { this->setTag(ELEMENT_HERO_TAG); this->_BaseScale = 0.25f; this->_BaseRunSpeed = 320; this->_JumpTime = 0.3f; this->_JumpHeight = 215; this->_CanDoubleJump = false; this->_IsDoubleJump = false; this->_JumpTime2 = 0.2f; this->_JumpHeight2 = 160; _Sprite = static_cast<cocostudio::timeline::SkeletonNode*>(CSLoader::createNode("Hulu.csb")); this->addChild(_Sprite); _SpriteTimeline = CSLoader::createTimeline("Hulu.csb"); _SpriteTimeline->retain(); _Sprite->runAction(_SpriteTimeline); #if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 auto _Weapon = Sprite::create("point.png"); #else auto _Weapon = Node::create(); #endif this->_Sprite->addChild(_Weapon,100); _Weapon->setPosition(Vec2(getVisualSize().width/2, 0)); this->_Weapons.pushBack(_Weapon); initElement(); return true; }
struct element* initRingBuffer(int shmid, int n) { int i; struct element* first = (struct element*) shmat(shmid, NULL, 0); struct element* previous = first; struct element* next = NULL; for(i = 1; i < n; i++) { next = first + i; initElement(previous, NULL); previous->next = next; previous = next; } initElement(next, NULL); next->next = first; return first; }
void Assembler::calculateElementVector(const ElInfo* elInfo, DenseVector<double>& userVec, double factor) { if (remember && factor != 1.0) rememberElVec = true; Element* el = elInfo->getElement(); if ((el != lastMatEl && el != lastVecEl) || !operat->isOptimized()) initElement(elInfo); if (el != lastVecEl || !operat->isOptimized()) { if (rememberElVec) set_to_zero(elementVector); lastVecEl = el; } else { // Only possible in single mesh case when one operator // is used more than twice at dof vector? if (rememberElVec) { userVec += factor * elementVector; return; } } DenseVector<double>& vec = rememberElVec ? elementVector : userVec; if (operat->getUhOld() && remember) { matVecAssemble(elInfo, vec); if (rememberElVec) userVec += factor * elementVector; return; } if (firstOrderAssemblerGrdPsi) firstOrderAssemblerGrdPsi->calculateElementVector(elInfo, vec); if (zeroOrderAssembler) zeroOrderAssembler->calculateElementVector(elInfo, vec); if (rememberElVec) userVec += factor * elementVector; }
bool DarkDoor::init() { this->_HurtValue = 0; this->_BaseScale = 1.0f; this->setTag(ELEMENT_WEAPON_TAG); this->setName(WEAPON_TEACH_DOOR_NAME); _WeaponType = WeaponType::None; _WeaponMoveWays = WeaponMoveWays::Vertical; _Sprite = Sprite::createWithTexture(TextureCache::getInstance()->addImage("Images/darkdoor.png")); this->addChild(_Sprite); _EnemyDieType = EnemyDieType::Transparent; initElement(); return true; }
void Assembler::calculateElementMatrix(const ElInfo* elInfo, ElementMatrix& userMat, double factor) { if (remember && (factor != 1.0 || operat->getUhOld())) rememberElMat = true; Element* el = elInfo->getElement(); if (el != lastMatEl || !operat->isOptimized()) { initElement(elInfo); if (rememberElMat) set_to_zero(elementMatrix); lastMatEl = el; } else { // Only possible in single mesh case when one operator // is used more than twice? if (rememberElMat) { if (&userMat != &elementMatrix) userMat += factor * elementMatrix; return; } } ElementMatrix& mat = rememberElMat ? elementMatrix : userMat; if (secondOrderAssembler) secondOrderAssembler->calculateElementMatrix(elInfo, mat); if (firstOrderAssemblerGrdPsi) firstOrderAssemblerGrdPsi->calculateElementMatrix(elInfo, mat); if (firstOrderAssemblerGrdPhi) firstOrderAssemblerGrdPhi->calculateElementMatrix(elInfo, mat); if (zeroOrderAssembler) zeroOrderAssembler->calculateElementMatrix(elInfo, mat); if (rememberElMat && &userMat != &elementMatrix) userMat += factor * elementMatrix; }
bool BaseElement::init() { initElement(); return true; }
bool FloorNormal::init() { this->setTag(ELEMENT_FLOOR_TAG); initElement(); return true; }