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  /external/clang/test/CXX/except/except.spec/
p11.cpp 4 // This is the "let the user shoot himself in the foot" clause.
  /external/jmonkeyengine/engine/src/test/jme3test/helloworld/
HelloAudio.java 61 /** Declaring "Shoot" action, mapping it to a trigger (mouse click). */
63 inputManager.addMapping("Shoot", new MouseButtonTrigger(0));
64 inputManager.addListener(actionListener, "Shoot");
67 /** Defining the "Shoot" action: Play a gun sound. */
71 if (name.equals("Shoot") && !keyPressed) {
HelloPicking.java 72 /** create four colored boxes and a floor to shoot at: */
83 /** Declaring the "Shoot" action and mapping to its triggers. */
85 inputManager.addMapping("Shoot",
88 inputManager.addListener(actionListener, "Shoot");
90 /** Defining the "Shoot" action: Determine what was hit and how to respond. */
94 if (name.equals("Shoot") && !keyPressed) {
HelloPhysics.java 116 inputManager.addMapping("shoot",
118 inputManager.addListener(actionListener, "shoot");
122 * Every time the shoot action is triggered, a new cannon ball is produced.
127 if (name.equals("shoot") && !keyPressed) {
212 /** Accelerate the physcial ball to shoot it. */
  /external/replicaisland/src/com/replica/replicaisland/
NPCAnimationComponent.java 29 public static final int SHOOT = 4;
85 case SHOOT:
86 shoot(parentObject);
208 mCurrentAnimation = SHOOT;
238 mCurrentAnimation = SHOOT;
276 mCurrentAnimation = SHOOT;
284 protected void shoot(GameObject parentObject) { method in class:NPCAnimationComponent
LauncherComponent.java 93 // We already have a shot loaded and we are asked to shoot something else.
94 // Shoot the current shot off and then load the new one.
LaunchProjectileComponent.java 259 public final void setShootSound(SoundSystem.Sound shoot) {
260 mShootSound = shoot;
BackgroundCollisionComponent.java 220 // Shoot a vertical line through the middle of the box.
331 // Shoot a ray from the center of the previous frame's box to the edge (left or right,
365 // Shoot a ray from the center of the previous frame's box to the edge (top or bottom,
  /external/freetype/src/autofit/
afcjk.h 69 AF_WidthRec shoot; /* undershoot */ member in struct:AF_CJKBlueRec_
afcjk.c 453 blue_shoot = & blue->shoot.org;
477 FT_Pos shoot = *blue_shoot; local
478 FT_Bool under_ref = FT_BOOL( shoot < ref );
482 *blue_shoot = *blue_ref = ( shoot + ref ) / 2;
491 FT_TRACE5(( "-- cjk %s bluezone ref = %ld shoot = %ld\n",
612 blue->shoot.cur = FT_MulFix( blue->shoot.org, scale ) + delta;
613 blue->shoot.fit = blue->shoot.cur;
617 dist = FT_MulFix( blue->ref.org - blue->shoot.org, scale )
    [all...]
aflatin2.c 365 blue_shoot = & blue->shoot.org;
391 FT_Pos shoot = *blue_shoot; local
392 FT_Bool over_ref = FT_BOOL( shoot > ref );
396 *blue_shoot = *blue_ref = ( shoot + ref ) / 2;
411 FT_TRACE5(( "-- ref = %ld, shoot = %ld\n", *blue_ref, *blue_shoot ));
556 FT_Pos scaled = FT_MulFix( blue->shoot.org, scaler->y_scale );
612 blue->shoot.cur = FT_MulFix( blue->shoot.org, scale ) + delta;
613 blue->shoot.fit = blue->shoot.cur
    [all...]
aflatin.c 372 blue_shoot = &blue->shoot.org;
398 FT_Pos shoot = *blue_shoot; local
399 FT_Bool over_ref = FT_BOOL( shoot > ref );
404 *blue_shoot = ( shoot + ref ) / 2;
419 FT_TRACE5(( "-- ref = %ld, shoot = %ld\n", *blue_ref, *blue_shoot ));
572 FT_Pos scaled = FT_MulFix( blue->shoot.org, scaler->y_scale );
632 blue->shoot.cur = FT_MulFix( blue->shoot.org, scale ) + delta;
633 blue->shoot.fit = blue->shoot.cur
    [all...]
aflatin.h 90 AF_WidthRec shoot; member in struct:AF_LatinBlueRec_
  /external/jmonkeyengine/engine/src/test/jme3test/bullet/
PhysicsTestHelper.java 172 * creates the necessary inputlistener and action to shoot balls from teh camera
188 if (name.equals("shoot") && !keyPressed) {
202 app.getInputManager().addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
203 app.getInputManager().addListener(actionListener, "shoot");
TestCcd.java 73 inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
75 inputManager.addListener(this, "shoot");
129 if (binding.equals("shoot") && !value) {
TestBrickTower.java 113 inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
114 inputManager.addListener(actionListener, "shoot");
131 if (name.equals("shoot") && !keyPressed) {
TestBrickWall.java 103 inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
104 inputManager.addListener(actionListener, "shoot");
120 if (name.equals("shoot") && !keyPressed) {
TestPhysicsCharacter.java 87 inputManager.addMapping("Shoot",
92 inputManager.addListener(this, "Jump", "Shoot");
TestBoneRagdoll.java 181 if (name.equals("shoot") && !isPressed) {
210 }, "toggle", "shoot", "stop", "bullet+", "bullet-", "boom");
212 inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
  /external/jmonkeyengine/engine/src/test/jme3test/batching/
TestBatchNodeTower.java 121 inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
122 inputManager.addListener(actionListener, "shoot");
145 if (name.equals("shoot") && !keyPressed) {
  /external/quake/quake/src/WinQuake/
quake-rogue.spec.sh 85 Lightning Shooters - Well, they shoot lightning and can be directed at any
87 Lava Nail Shooters - Well, they shoot, you get the idea here!
  /external/jmonkeyengine/engine/src/test/jme3test/terrain/
TerrainTestCollision.java 221 inputManager.addMapping("shoot", new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
222 inputManager.addListener(actionListener, "shoot");
251 } else if (binding.equals("shoot") && !keyPressed) {
  /external/jmonkeyengine/engine/src/test/jme3test/collision/
TestMousePick.java 65 /** create four colored boxes and a floor to shoot at: */
  /external/quake/quake/src/WinQuake/data/
MANUAL.TXT 176 Tap the Shoot key (the Ctrl key or left mousebutton) to fire. Hold it
211 Secrets are hidden lots of ways. You might need to shoot a button, kill
598 == TIP -- If you shoot the Thunderbolt underwater, it discharges all its ==
640 Monsters don't detect you unless you do something stupid. Like shoot.
    [all...]
  /packages/inputmethods/LatinIME/native/jni/src/
binary_format.h 493 // If we shoot the length of the word we search for, or if we find a single
538 // When we shoot the address we look for, it means the word we look for is in the children
    [all...]

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