/external/python/cpython2/Demo/turtle/ |
D | tdemo_nim.py | 54 def __init__(self, game): argument 55 self.game = game 58 if self.game.state not in [Nim.CREATED, Nim.OVER]: 63 self.game.view.setup() 64 self.game.state = Nim.RUNNING 69 self.game.view.notify_move(row, col, maxspalte, self.player) 71 self.game.state = Nim.OVER 73 self.game.view.notify_over() 90 def __init__(self, row, col, game): argument 94 self.game = game [all …]
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/external/python/cpython3/Lib/turtledemo/ |
D | nim.py | 54 def __init__(self, game): argument 55 self.game = game 58 if self.game.state not in [Nim.CREATED, Nim.OVER]: 63 self.game.view.setup() 64 self.game.state = Nim.RUNNING 69 self.game.view.notify_move(row, col, maxspalte, self.player) 71 self.game.state = Nim.OVER 73 self.game.view.notify_over() 90 def __init__(self, row, col, game): argument 94 self.game = game [all …]
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/external/vulkan-validation-layers/demos/smoke/ |
D | Main.cpp | 40 Game *game = create_game(argc, argv); in main() local 42 ShellXcb shell(*game); in main() 45 delete game; in main() 55 Game *game = create_game(argc, argv); in main() local 57 ShellWayland shell(*game); in main() 60 delete game; in main() 71 Game *game = create_game(ShellAndroid::get_args(*app)); in android_main() local 74 ShellAndroid shell(*app, *game); in android_main() 77 __android_log_print(ANDROID_LOG_ERROR, game->settings().name.c_str(), "%s", e.what()); in android_main() 80 delete game; in android_main() [all …]
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D | ShellWin32.cpp | 53 ShellWin32::ShellWin32(Game &game) : Shell(game), hwnd_(nullptr) { in ShellWin32() argument 54 if (game.settings().validate) instance_layers_.push_back("VK_LAYER_LUNARG_standard_validation"); in ShellWin32()
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D | ShellAndroid.cpp | 104 ShellAndroid::ShellAndroid(android_app &app, Game &game) : Shell(game), app_(app) { in ShellAndroid() argument 105 if (game.settings().validate) { in ShellAndroid()
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D | ShellXcb.cpp | 75 ShellXcb::ShellXcb(Game &game) : Shell(game) { in ShellXcb() argument 76 if (game.settings().validate) instance_layers_.push_back("VK_LAYER_LUNARG_standard_validation"); in ShellXcb()
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D | Game.h | 29 Game(const Game &game) = delete; 30 Game &operator=(const Game &game) = delete;
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D | ShellWayland.cpp | 189 ShellWayland::ShellWayland(Game &game) : Shell(game) { in ShellWayland() argument 190 if (game.settings().validate) instance_layers_.push_back("VK_LAYER_LUNARG_standard_validation"); in ShellWayland()
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D | ShellXcb.h | 25 ShellXcb(Game &game);
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D | ShellWin32.h | 25 ShellWin32(Game &game);
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D | ShellAndroid.h | 27 ShellAndroid(android_app &app, Game &game);
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D | Shell.cpp | 27 Shell::Shell(Game &game) in Shell() argument 28 …: game_(game), settings_(game.settings()), ctx_(), game_tick_(1.0f / settings_.ticks_per_second), … in Shell()
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D | Shell.h | 81 Shell(Game &game);
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D | ShellWayland.h | 24 ShellWayland(Game &game);
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/external/replicaisland/ |
D | README.TXT | 2 A side scrolling video game for Android. 10 … dangerous mission to find a mysterious power source. This is a complete game: all art, dialog, l… 14 …indow, and main game. Most of the code in this project is related to src/com/replicaisland/AndouK… 16 The game loop itself is structured as follows: 18 …ouKun.java spins up the game, handles input events, deals with pausing and resuming, and also mana… 20 …etween AndouKun.java and the game loop itself. This class bootstraps the game, passes events thro… 22 …d.java is the actual game loop. It's main utility is to manage the main loop (MainLoop.java), whi… 24 …game graph that describes the Replica Island runtime. Anything managed by MainLoop will be polled… 26 …ring step. Rendering does not occur in the game thread. Instead, render commands are queued up b… 36 res/xml/leveltree.xml: This file describes the non-linear level progression through the game. It i… [all …]
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/external/python/cpython2/Demo/tkinter/guido/ |
D | solitaire.py | 264 def __init__(self, x, y, game=None): argument 275 self.game = game 277 self.group = Group(self.game.canvas) 354 tags = self.game.canvas.gettags('current') 403 bottom = Rectangle(self.game.canvas, 412 self.add(Card(suit, value, self.game.canvas)) 422 opendeck = self.game.opendeck 432 self.game.opendeck.add(card) 454 stack = self.game.closeststack(card) 461 self.game.wincheck() [all …]
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/external/python/cpython2/Demo/tkinter/matt/ |
D | pong-demo-1.py | 52 game = Pong() variable 54 game.mainloop()
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/external/replicaisland/src/com/replica/replicaisland/ |
D | GameRenderer.java | 64 public GameRenderer(Context context, Game game, int gameWidth, int gameHeight) { in GameRenderer() argument 66 mGame = game; in GameRenderer()
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/external/python/cpython2/Demo/curses/ |
D | README | 24 life.py -- Simple game of Life
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/external/python/cpython3/Tools/demo/ |
D | README | 7 life.py Curses programming: Simple game-of-life.
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/external/flatbuffers/docs/source/ |
D | FlatBuffers.md | 8 It was originally created at Google for game development and other 88 - [Cocos2d-x](http://www.cocos2d-x.org/), the #1 open source mobile game 90 … [game data](http://www.cocos2d-x.org/reference/native-cpp/V3.5/d7/d2d/namespaceflatbuffers.html).
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/external/tensorflow/tensorflow/docs_src/tutorials/ |
D | recurrent_quickdraw.md | 5 [Quick, Draw!] is a game where a player is challenged to draw a number of 407 accuracy is sufficient to build the quickdraw game because of the game dynamics 408 the user will be able to adjust their drawing until it is ready. Also, the game
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/external/flatbuffers/CMake/ |
D | PackageDebian.cmake | 10 …th support for Java, C# and Go. It was created at Google specifically for game development and oth…
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/external/selinux/python/sepolicy/sepolicy/help/ |
D | lockdown_ptrace.txt | 6 …xamine the memory of any other process run by them. Meaning the computer game you are running on …
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/external/libopus/ |
D | README | 6 Voice over IP, videoconferencing, in-game chat, and even remote live music 11 for non-realtime stored-file applications such as music distribution, game
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