mirror of https://github.com/axmolengine/axmol.git
Fix: error C2360: initialization of 't' is skipped by 'case' label (#1146)
* Fix: error C2360: initialization of 't' is skipped by 'case' label case ExampleGameState::update: ///////////////////////////// // Add your codes below...like.... // // UpdateJoyStick(); // UpdatePlayer(); // UpdatePhysics(); // ... int t = 10; break; * Update HelloWorldScene.cpp * Update HelloWorldScene.cpp
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@ -47,9 +47,9 @@ bool HelloWorld::init()
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}
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auto visibleSize = _director->getVisibleSize();
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auto origin = _director->getVisibleOrigin();
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auto safeArea = _director->getSafeAreaRect();
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auto safeOrigin = safeArea.origin;
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auto origin = _director->getVisibleOrigin();
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auto safeArea = _director->getSafeAreaRect();
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auto safeOrigin = safeArea.origin;
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/////////////////////////////
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// 2. add a menu item with "X" image, which is clicked to quit the program
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@ -57,7 +57,7 @@ bool HelloWorld::init()
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// add a "close" icon to exit the progress. it's an autorelease object
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auto closeItem = MenuItemImage::create("CloseNormal.png", "CloseSelected.png",
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AX_CALLBACK_1(HelloWorld::menuCloseCallback, this));
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AX_CALLBACK_1(HelloWorld::menuCloseCallback, this));
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if (closeItem == nullptr || closeItem->getContentSize().width <= 0 || closeItem->getContentSize().height <= 0)
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{
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@ -79,7 +79,7 @@ bool HelloWorld::init()
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// 3. add your codes below...
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// Some templates (uncomment what you need)
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auto touchListener = EventListenerTouchAllAtOnce::create();
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auto touchListener = EventListenerTouchAllAtOnce::create();
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touchListener->onTouchesBegan = AX_CALLBACK_2(HelloWorld::onTouchesBegan, this);
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touchListener->onTouchesMoved = AX_CALLBACK_2(HelloWorld::onTouchesMoved, this);
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touchListener->onTouchesEnded = AX_CALLBACK_2(HelloWorld::onTouchesEnded, this);
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@ -134,13 +134,13 @@ bool HelloWorld::init()
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drawNode->setPosition(Vec2(0, 0));
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addChild(drawNode);
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drawNode->drawRect(safeArea.origin + Vec2(1,1), safeArea.origin + safeArea.size, Color4F::BLUE);
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drawNode->drawRect(safeArea.origin + Vec2(1, 1), safeArea.origin + safeArea.size, Color4F::BLUE);
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}
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// scheduleUpdate() is required to ensure update(float) is called on every loop
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scheduleUpdate();
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return true;
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return true;
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}
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@ -207,10 +207,13 @@ void HelloWorld::update(float delta)
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switch (_gameState)
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{
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case ExampleGameState::init:
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{
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_gameState = ExampleGameState::update;
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break;
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}
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case ExampleGameState::update:
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{
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/////////////////////////////
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// Add your codes below...like....
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//
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@ -219,36 +222,44 @@ void HelloWorld::update(float delta)
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// UpdatePhysics();
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// ...
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break;
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}
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case ExampleGameState::pause:
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{
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/////////////////////////////
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// Add your codes below...like....
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//
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// anyPauseStuff()
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break;
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}
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case ExampleGameState::menu1:
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/////////////////////////////
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{ /////////////////////////////
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// Add your codes below...like....
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//
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// UpdateMenu1();
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break;
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}
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case ExampleGameState::menu2:
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/////////////////////////////
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{ /////////////////////////////
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// Add your codes below...like....
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//
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// UpdateMenu2();
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break;
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}
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case ExampleGameState::end:
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/////////////////////////////
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{ /////////////////////////////
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// Add your codes below...like....
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//
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// CleanUpMyCrap();
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menuCloseCallback(this);
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break;
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}
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} //switch
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}
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void HelloWorld::menuCloseCallback(Ref* sender)
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@ -260,6 +271,6 @@ void HelloWorld::menuCloseCallback(Ref* sender)
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* _director->end() as given above,instead trigger a custom event created in RootViewController.mm
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* as below*/
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// EventCustom customEndEvent("game_scene_close_event");
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//_eventDispatcher->dispatchEvent(&customEndEvent);
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// EventCustom customEndEvent("game_scene_close_event");
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//_eventDispatcher->dispatchEvent(&customEndEvent);
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}
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