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2,043 results for 'FrameDelay repo:gamblore/monocleengine-monogame' (13 ms)

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08_Playback_Routing_5.1.v4p https://github.com/crazyonej/vvvv-sdk.git | Unknown | 697 lines
280   </NODE>
281   <NODE systemname="FrameDelay (Animation)" nodename="FrameDelay (Animation)" componentmode="Hidden" id="105">
282   <BOUNDS type="Node" left="12120" top="3870" width="100" height="100">
432   </LINK>
433   <NODE systemname="FrameDelay (Animation)" nodename="FrameDelay (Animation)" componentmode="Hidden" id="134">
434   <BOUNDS type="Node" left="7500" top="2880" width="100" height="100">
TestRunner (Test Files).v4p https://github.com/crazyonej/vvvv-sdk.git | Unknown | 491 lines
154   </LINK>
155   <NODE systemname="FrameDelay (Animation)" nodename="FrameDelay (Animation)" componentmode="Hidden" id="119">
156   <BOUNDS type="Node" left="10860" top="8535" width="100" height="100">
314   </NODE>
315   <NODE systemname="FrameDelay (Animation)" nodename="FrameDelay (Animation)" componentmode="Hidden" id="149">
316   <BOUNDS type="Node" left="7935" top="8535" width="100" height="100">
GalaxianGameEngine.java https://github.com/bobstoned/Android.git | Java | 993 lines
373    playerShip.Position = new Point(gameArea.left,gameArea.bottom-( (int)(playerShip.logicalHeight * pixelSize) ) );
374    playerShip.DeathAnimation.FrameDelay = 200;
375    playerShip.DeathAnimation.Loop = false;
482
483    galaxian.Animation.FrameDelay = 200;
484    galaxian.Animation.Frames = new Point[3];
496
497    galaxian.DeathAnimation.FrameDelay = 100;
498    galaxian.DeathAnimation.Loop = false;
529
530    galaxian.getDiveAnimation().FrameDelay = 100;
531    galaxian.getDiveAnimation().Loop = false;
542
543    galaxian.getDockingAnimation().FrameDelay = 200;
544    galaxian.getDockingAnimation().Loop = false;
OSCReturn~.xml https://bitbucket.org/joreg/iris.git | XML | 1,029 lines
282   </NODE>
283   <NODE componentmode="Hidden" id="21" nodename="FrameDelay (String)" systemname="FrameDelay (String)">
284   <BOUNDS height="100" left="8880" top="2760" type="Node" width="100">
290   </NODE>
291   <NODE componentmode="Hidden" id="20" nodename="FrameDelay (String)" systemname="FrameDelay (String)">
292   <BOUNDS height="100" left="7050" top="2145" type="Node" width="100">
850   </LINK>
851   <NODE componentmode="Hidden" id="208" nodename="FrameDelay (String)" systemname="FrameDelay (String)">
852   <BOUNDS height="100" left="12750" top="5085" type="Node" width="100">
ConverrrrtMaintenance.v4p https://bitbucket.org/joreg/iris.git | Unknown | 1,409 lines
968   </NODE>
969   <NODE componentmode="Hidden" id="174" nodename="FrameDelay (Animation)" systemname="FrameDelay (Animation)">
970   <BOUNDS height="100" left="12270" top="13890" type="Node" width="100">
1060   </LINK>
1061   <NODE componentmode="Hidden" id="194" nodename="FrameDelay (Animation)" systemname="FrameDelay (Animation)">
1062   <BOUNDS height="100" left="11490" top="5865" type="Node" width="100">
1168   </LINK>
1169   <NODE componentmode="Hidden" id="216" nodename="FrameDelay (String)" systemname="FrameDelay (Animation)">
1170   <BOUNDS height="100" left="27090" top="15480" type="Node" width="100">
1366   </LINK>
1367   <NODE componentmode="Hidden" id="234" nodename="FrameDelay (Animation)" systemname="FrameDelay (Animation)">
1368   <BOUNDS height="100" left="8775" top="20685" type="Node" width="100">
InsertLocalState.v4p https://bitbucket.org/joreg/iris.git | Unknown | 1,099 lines
378   </NODE>
379   <NODE componentmode="Hidden" id="33" nodename="FrameDelay (Animation)" systemname="FrameDelay (Animation)">
380   <BOUNDS height="100" left="9300" top="7260" type="Node" width="100">
390   </NODE>
391   <NODE componentmode="Hidden" id="35" nodename="FrameDelay (Animation)" systemname="FrameDelay (Animation)">
392   <BOUNDS height="100" left="4020" top="5655" type="Node" width="100">
852   </LINK>
853   <NODE componentmode="Hidden" id="106" nodename="FrameDelay (Animation)" systemname="FrameDelay (Animation)">
854   <BOUNDS height="100" left="9270" top="3600" type="Node" width="100">
UpdateAll.v4p https://bitbucket.org/nsynk/iris.git | Unknown | 313 lines
146   </LINK>
147   <NODE systemname="FrameDelay (String)" nodename="FrameDelay (String)" componentmode="Hidden" id="322">
148   <BOUNDS type="Node" left="4635" top="3885" width="100" height="100">
232   </LINK>
233   <NODE systemname="FrameDelay (Animation)" nodename="FrameDelay (Animation)" componentmode="Hidden" id="332">
234   <BOUNDS type="Node" left="10110" top="3540" width="100" height="100">
242   </LINK>
243   <NODE systemname="FrameDelay (Animation)" nodename="FrameDelay (Animation)" componentmode="Hidden" id="333">
244   <BOUNDS type="Node" left="10155" top="4050" width="100" height="100">
texturedeliver3.v4p https://bitbucket.org/nsynk/iris.git | Unknown | 615 lines
468   </LINK>
469   <NODE componentmode="Hidden" id="0" nodename="FrameDelay (Animation)" systemname="FrameDelay (Animation)">
470   <BOUNDS height="0" left="4710" top="2910" type="Node" width="0">
502   </LINK>
503   <NODE componentmode="Hidden" id="35" nodename="FrameDelay (Animation)" systemname="FrameDelay (Animation)">
504   <BOUNDS height="100" left="4545" top="4455" type="Node" width="100">
524   </NODE>
525   <NODE componentmode="Hidden" id="37" nodename="FrameDelay (Animation)" systemname="FrameDelay (Animation)">
526   <BOUNDS height="100" left="3855" top="4005" type="Node" width="100">
FlashStim.m https://github.com/ko0sha/Flash-VEP-Stimulator.git | Objective C | 139 lines
43flashCount = 0;
44frameDelay = 0;
45frameMax = 0;
94            if delta > frameMax, frameMax = delta; end
95            frameDelay = frameDelay + delta;
96            
122    preFlipDelay = preFlipDelay / flashCount;
123    frameDelay = frameDelay / flashCount;
124    fprintf('Flash Count = %d\n', flashCount);
125    fprintf('Pre-Flip Delay, Avg = %.3f msec, Max = %.3f msec, (expected = %.3f msec)\n', preFlipDelay*1000, preFlipMax*1000, 0.9*G.FramePeriod*1000);
126    fprintf('Frame Delay, Avg = %.3f msec, Max = %.3f msec, (expected = %.3f msec)\n', frameDelay*1000, frameMax*1000, G.FramePeriod*1000);
127end
PlayerShip.cpp https://bitbucket.org/maartenvandenheuvel/tyrian | C++ | 117 lines
60
61void PlayerShip::Move( unsigned long frameDelay )
62{
68		{
69			temp->SetY( temp->GetY() + ( this->GetSpeed()*(frameDelay/TICKSPERSECOND) ));
70		}
76		{
77			temp->SetY( temp->GetY() - (this->GetSpeed()*(frameDelay/TICKSPERSECOND)) );
78		}
84		{
85			temp->SetX( temp->GetX() - (this->GetSpeed()*(frameDelay/TICKSPERSECOND)) );
86		}
92		{
93			temp->SetX( temp->GetX() + (this->GetSpeed()*(frameDelay/TICKSPERSECOND)) );
94		}
OSGImageFileType.cpp https://github.com/msteners/OpenSGDevMaster_Toolbox.git | C++ | 783 lines
277    frameCount     = osgntohs(frameCount);
278    frameDelay     = osgntohs(frameDelay);
279    sideCount      = osgntohs(sideCount);
301    frameCount     = osghtons(frameCount);
302    frameDelay     = osghtons(frameDelay);
303    sideCount      = osghtons(sideCount);
528                       head.frameCount, 
529                       float(head.frameDelay) / 1000.0, 
530                       0,
654        head->frameCount     = pImage->getFrameCount();
655        head->frameDelay     = short(pImage->getFrameDelay() * 1000.0);
656        head->sideCount      = pImage->getSideCount();
XNA4.js git://github.com/kevingadd/JSIL.git | JavaScript | 3,180 lines
1448  $.RawMethod(false, "_FixedTimeStep", function Game_FixedTimeStep (
1449    elapsed, frameDelay, millisecondInTicks, maxElapsedTimeMs, longFrame
1450  ) {
1451    var tInt64 = $jsilcore.System.Int64;
1452    var frameLength64 = tInt64.FromNumber(frameDelay * millisecondInTicks);
1453    this._gameTime.elapsedGameTime._ticks = frameLength64;
1461
1462    var numFrames = Math.floor(elapsed / frameDelay);
1463    if (numFrames < 1) {
1464      numFrames = 1;
1465      this._extraTime = elapsed - frameDelay;
1466    } else {
1466    } else {
1467      this._extraTime = elapsed - (numFrames * frameDelay);
1468    }
CompoundPart.cpp https://github.com/ccdevnet/openc2e.git | C++ | 690 lines
163	framerate = 1;
164	framedelay = 0;
165	draw_mirrored = false;
609		if (framerate > 1) {
610			framedelay++;
611			if (framedelay == (unsigned int)framerate + 1)
611			if (framedelay == (unsigned int)framerate + 1)
612				framedelay = 0;
613		}
615		
616	if (framedelay == 0)
617		updateAnimation();
CompoundPart.cpp https://github.com/bdonlan/openc2e.git | C++ | 686 lines
159	framerate = 1;
160	framedelay = 0;
161	draw_mirrored = false;
605		if (framerate > 1) {
606			framedelay++;
607			if (framedelay == (unsigned int)framerate + 1)
607			if (framedelay == (unsigned int)framerate + 1)
608				framedelay = 0;
609		}
611		
612	if (framedelay == 0)
613		updateAnimation();
CompoundPart.cpp https://github.com/expwnent/openc2e.git | C++ | 690 lines
163	framerate = 1;
164	framedelay = 0;
165	draw_mirrored = false;
609		if (framerate > 1) {
610			framedelay++;
611			if (framedelay == (unsigned int)framerate + 1)
611			if (framedelay == (unsigned int)framerate + 1)
612				framedelay = 0;
613		}
615		
616	if (framedelay == 0)
617		updateAnimation();
GamePowerUp.cs git://github.com/BCProgramming/BASeBlock.git | C# | 305 lines
206        }
207        public GamePowerUp(PointF Location, SizeF ObjectSize, Image[] Imagesuse, int framedelay, CollectPowerupfunction powerupfunc)
208            : base(Location, ObjectSize, Imagesuse, 0, 0, framedelay)
216        }
217        public GamePowerUp(PointF Location, SizeF ObjectSize, String[] ImageFrameskeys, int framedelay, CollectPowerupfunction powerupfunc)
218            : base(Location, ObjectSize, ImageFrameskeys, 0, 0, framedelay)
Grfx.bas https://github.com/skmp/BasicBoy.git | Basic | 736 lines
20#Const Unsafe = 1 And bltDD_DMA 'set to 1 with bltdd_dma is faster but even more unstable
21Global framedelay As Double
22Dim bmh  As String
65    End If
66    Loop While dblResult < framedelay
67    End If
80    End If
81    Loop While dblResult < framedelay
82    End If
119   End If
120   Loop While dblResult < framedelay
121   End If
sprite.js https://github.com/Breton/HTML5-Storybook.git | JavaScript | 280 lines
18		frameHeight,
19		frameDelay = options.frameDelay || 1,
20		loop = options.loop,
132		
133			previousCurFrame = Math.floor(curFrame / frameDelay) ;
134
135			// If the next frame is greater than the number of frame times the delay
136			if (curFrame + 1 >= options.numFrames * frameDelay) {
137				if (loop) {
139				} else if (that.autoReset) {
140					if (curFrame + 1 >= (options.numFrames + 1) * frameDelay) {
141						curFrame += 1;
150			
151			if (previousCurFrame !== Math.floor(curFrame / frameDelay)) {
152				
ManaCostBar.xaml.cs https://github.com/carlosf/Hearthstone-Deck-Tracker.git | C# | 143 lines
24			AnimationDuration = 300;
25			FrameDelay = 20;
26			_nextAnimation = new double[3];
31		public int AnimationDuration { get; set; }
32		public int FrameDelay { get; set; }
33
58				{
59					bar.Height += (Math.Abs(from - to) * FrameDelay) / AnimationDuration;
60					if(bar.Height > to)
75				{
76					var newHeight = bar.Height - (Math.Abs(from - to) * FrameDelay) / AnimationDuration;
77					if(newHeight < to || newHeight < 0)
82
83					bar.Height -= (Math.Abs(from - to) * FrameDelay) / AnimationDuration;
84				}
HRTFKernel.h https://github.com/chardis/gecko-dev.git | C Header | 118 lines
46//      m_fftFrame is the frequency-domain representation of the impulse response with the delay removed
47//      m_frameDelay is the leading delay of the original impulse response.
48class HRTFKernel {
54
55    static nsReturnRef<HRTFKernel> create(nsAutoPtr<FFTBlock> fftFrame, float frameDelay, float sampleRate);
56
62    size_t fftSize() const { return m_fftFrame->FFTSize(); }
63    float frameDelay() const { return m_frameDelay; }
64
81    
82    HRTFKernel(nsAutoPtr<FFTBlock> fftFrame, float frameDelay, float sampleRate)
83        : m_fftFrame(fftFrame)
83        : m_fftFrame(fftFrame)
84        , m_frameDelay(frameDelay)
85        , m_sampleRate(sampleRate)
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