A
// Create the beam trail NameValuePairList pairList; pairList["numberOfChains"] = "1"; pairList["maxElements"] = "40"; mTrail = static_cast<RibbonTrail*>(mSceneMgr->createMovableObject( "PlayerTrail", "RibbonTrail", &pairList)); mTrail->setMaterialName("PlayerBeamTrail"); mTrail->setTrailLength(90); mTrail->setRenderQueueGroup(Ogre::RENDER_QUEUE_2); mSceneMgr->getRootSceneNode()->createChildSceneNode( "PlayerTrailNode")->attachObject(mTrail);
B
if( SDL_GetTicks() - crappy_timer >= 33 ) {
grid_update_count = 2;
if( SDL_GetTicks() - crappy_timer > 40 )
grid_update_count = 1;
crappy_timer = SDL_GetTicks();
for( int j = 0; j < grid_update_count; ++j )
UpdateGrid( &myGrid, mario.position.y + 25 );
C
/****************************************************/ /* Tutkitaan onko seinä tuliansa, kytkin */ /* ylhäällä ja sprite valmis */ /****************************************************/ if (palikka.koodi == PALIKKA_TULI && kytkin1 == 0 && sprite.isku == 0) { sprite.saatu_vahinko = 2; sprite.saatu_vahinko_tyyppi = VAHINKO_TULI; }
D
procedure tlasso.start();
begin
clear();
lassoing := true;
timeout := false;
end;
E
for notes in chords.values():
requiredKeys = [note.number for time, note in notes]
for n, k in enumerate(KEYS):
if n in requiredKeys and not controls.getState(k):
result = False
break
if not n in requiredKeys and controls.getState(k):
if n > max(requiredKeys):
result = False
break