本文整理汇总了C++中Stairs类的典型用法代码示例。如果您正苦于以下问题:C++ Stairs类的具体用法?C++ Stairs怎么用?C++ Stairs使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Stairs类的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: KawigiEdit_RunTest
// BEGIN KAWIGIEDIT TESTING
// Generated by KawigiEdit 2.1.4 (beta) modified by pivanof
bool KawigiEdit_RunTest(int testNum, int p0, int p1, int p2, int p3, bool hasAnswer, int p4) {
cout << "Test " << testNum << ": [" << p0 << "," << p1 << "," << p2 << "," << p3;
cout << "]" << endl;
Stairs *obj;
int answer;
obj = new Stairs();
clock_t startTime = clock();
answer = obj->designs(p0, p1, p2, p3);
clock_t endTime = clock();
delete obj;
bool res;
res = true;
cout << "Time: " << double(endTime - startTime) / CLOCKS_PER_SEC << " seconds" << endl;
if (hasAnswer) {
cout << "Desired answer:" << endl;
cout << "\t" << p4 << endl;
}
cout << "Your answer:" << endl;
cout << "\t" << answer << endl;
if (hasAnswer) {
res = answer == p4;
}
if (!res) {
cout << "DOESN'T MATCH!!!!" << endl;
} else if (double(endTime - startTime) / CLOCKS_PER_SEC >= 2) {
cout << "FAIL the timeout" << endl;
res = false;
} else if (hasAnswer) {
cout << "Match :-)" << endl;
} else {
cout << "OK, but is it right?" << endl;
}
cout << "" << endl;
return res;
}
示例2: getFloor
void Maze::scanForEntrances() {
for (uint32_t i = 1; i <= getFloorCount(); i++) {
Map* curMap = getFloor(i);
if (i == 1) {
// In this case, we want up stairs.
bool foundEntrance = false;
bool multipleWarned = false;
for (int32_t y = 0; y < curMap->getHeight(); y++) {
for (int32_t x = 0; x < curMap->getWidth(); x++) {
Activatable* act = curMap->getActivatable(x, y);
if (act) {
Stairs* stairs = act->asStairs();
if (stairs && stairs->getDirection() == StairDirection::UP) {
Facing dstFacing = stairs->getDestinationFacing();
// Adjust the position so that when the player enters, they're
// facing the right direction, and in the right position.
int32_t dstX = x;
int32_t dstY = y;
switch(dstFacing) {
case Facing::NORTH:
dstY--;
break;
case Facing::EAST:
dstX++;
break;
case Facing::SOUTH:
dstY++;
break;
case Facing::WEST:
dstX--;
break;
}
if (foundEntrance && !multipleWarned) {
writeToLog(MessageLevel::WARNING, "Maze::scanForEntrances(): Multiple up stairs found on floor of maze.");
multipleWarned = true;
}
else {
if (!curMap->canEntityEnter(dstX, dstY)) {
writeToLog(MessageLevel::WARNING, "Maze::scanForEntrances(): Entrance as specified would place player in solid wall.");
}
else {
mazeEntrance = Entrance(i, dstX, dstY, dstFacing);
foundEntrance = true;
}
}
}
}
}
}
}
else {
// Otherwise, we're looking for geomagnetic poles. This is currently
// not implemented. Mostly because geopoles don't exist.
}
}
}
示例3: notify_collision_with_stairs
/**
* \brief This function is called when some stairs detect a collision with this entity.
* \param stairs the stairs entity
* \param collision_mode the collision mode that detected the event
*/
void CarriedItem::notify_collision_with_stairs(Stairs& stairs, CollisionMode /* collision_mode */) {
if (is_throwing
&& !is_breaking
&& stairs.is_inside_floor()
&& get_layer() == stairs.get_layer()) {
break_one_layer_above = true; // show the destruction animation above the stairs
}
}
示例4: notify_collision_with_stairs
/**
* @brief This function is called when some stairs detect a collision with this entity.
* @param stairs the stairs entity
* @param collision_mode the collision mode that detected the event
*/
void CarriedItem::notify_collision_with_stairs(Stairs &stairs, CollisionMode collision_mode) {
if (is_throwing && !is_breaking
&& stairs.is_inside_floor() && get_layer() == LAYER_LOW) {
break_on_intermediate_layer = true; // show the destruction animation above the stairs
}
}
示例5: is_stairs_obstacle
/**
* \copydoc MapEntity::is_stairs_obstacle
*/
bool CustomEntity::is_stairs_obstacle(Stairs& stairs) {
const TraversableInfo& info = get_can_traverse_entity_info(stairs.get_type());
if (!info.is_empty()) {
return !info.is_traversable(*this, stairs);
}
return Detector::is_stairs_obstacle(stairs);
}
示例6: test3
int test3() {
int maxHeight = 359;
int minWidth = 1;
int totalHeight = 720;
int totalWidth = 720;
Stairs* pObj = new Stairs();
clock_t start = clock();
int result = pObj->designs(maxHeight, minWidth, totalHeight, totalWidth);
clock_t end = clock();
delete pObj;
int expected = 7;
if(result == expected) {
cout << "Test Case 3: Passed! Time: " << static_cast<double>(end-start)/CLOCKS_PER_SEC << " seconds" << endl;
return 0;
} else {
cout << "Test Case 3: Failed! Time: " << static_cast<double>(end-start)/CLOCKS_PER_SEC << " seconds" << endl;
return 1;
}
}
示例7: is_stairs_obstacle
/**
* \brief Returns whether some stairs are currently considered as an obstacle for this entity.
* \param stairs an stairs entity
* \return true if the stairs are currently an obstacle for this entity
*/
bool Boomerang::is_stairs_obstacle(const Stairs& stairs) const {
return stairs.is_inside_floor() && get_layer() == LAYER_LOW;
}
示例8: is_stairs_obstacle
/**
* \brief Returns whether some stairs are currently considered as an obstacle for this entity.
* \param stairs an stairs entity
* \return true if the stairs are currently an obstacle for this entity
*/
bool Arrow::is_stairs_obstacle(Stairs& stairs) {
return stairs.is_inside_floor() && get_layer() == LAYER_LOW;
}
示例9: is_stairs_obstacle
/**
* \brief Returns whether some stairs are currently considered as an obstacle for this entity.
* \param stairs an stairs entity
* \return true if the stairs are currently an obstacle for this entity
*/
bool Boomerang::is_stairs_obstacle(Stairs& stairs) {
return stairs.is_inside_floor() && get_layer() == stairs.get_layer();
}