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Searched refs:next_scene (Results 1 – 25 of 28) sorted by relevance

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/dports/games/voadi/voadi-v0.3/data/scripts/menus/
H A Dintro.lua24 local next_scene = scenes[i+1]
25 if next_scene then
26 sol.menu.start(intro, next_scene)
/dports/games/easyrpg-player/Player-0.7.0/src/
H A Dscene_teleport.cpp68 void Scene_Teleport::TransitionOut(SceneType next_scene) { in TransitionOut() argument
69 if (next_scene == Map) { in TransitionOut()
72 Scene::TransitionOut(next_scene); in TransitionOut()
H A Dscene_map.cpp172 void Scene_Map::TransitionOut(SceneType next_scene) { in TransitionOut() argument
175 if (next_scene != Scene::Battle in TransitionOut()
176 && next_scene != Scene::Debug) { in TransitionOut()
180 if (next_scene == Scene::Debug) { in TransitionOut()
185 if (next_scene == Scene::Battle) { in TransitionOut()
202 if (next_scene == Scene::Gameover) { in TransitionOut()
207 if (next_scene == Scene::Title) { in TransitionOut()
211 Scene::TransitionOut(next_scene); in TransitionOut()
H A Dscene_skill.cpp95 void Scene_Skill::TransitionOut(SceneType next_scene) { in TransitionOut() argument
97 if (next_scene == Map && skill && skill->type == lcf::rpg::Skill::Type_escape) { in TransitionOut()
100 Scene::TransitionOut(next_scene); in TransitionOut()
H A Dscene_item.cpp112 void Scene_Item::TransitionOut(Scene::SceneType next_scene) { in TransitionOut() argument
119 if (next_scene == Map && skill && skill->type == lcf::rpg::Skill::Type_escape) { in TransitionOut()
122 Scene::TransitionOut(next_scene); in TransitionOut()
H A Dscene.h118 virtual void TransitionOut(SceneType next_scene);
128 virtual void Suspend(SceneType next_scene);
H A Dscene_gameover.h43 void TransitionOut(SceneType next_scene) override;
H A Dscene_item.h42 void TransitionOut(Scene::SceneType next_scene) override;
H A Dscene_skill.h41 void TransitionOut(SceneType next_scene) override;
H A Dscene_battle.cpp140 void Scene_Battle::TransitionOut(SceneType next_scene) { in TransitionOut() argument
143 if (next_scene == Scene::Debug) { in TransitionOut()
148 if (next_scene == Scene::Null || next_scene == Scene::Title) { in TransitionOut()
149 Scene::TransitionOut(next_scene); in TransitionOut()
H A Dscene_teleport.h40 void TransitionOut(SceneType next_scene) override;
H A Dscene_title.h41 void Suspend(SceneType next_scene) override;
H A Dscene_shop.h52 void Suspend(SceneType next_scene) override;
H A Dscene_map.h44 void TransitionOut(SceneType next_scene) override;
H A Dscene_debug.h43 void TransitionOut(SceneType next_scene) override;
H A Dscene.cpp196 auto next_scene = instance ? instance->type : Null; in MainFunction() local
200 TransitionOut(next_scene); in MainFunction()
H A Dscene_battle.h90 void TransitionOut(SceneType next_scene) override;
/dports/games/vultures-eye/vulture-2.3.67/vulture/winclass/
H A Dintrowin.cpp77 return next_scene(); in handle_timer_event()
90 return next_scene(); in handle_mousemotion_event()
119 eventresult introwin::next_scene() in next_scene() function in introwin
H A Dintrowin.h29 eventresult next_scene(void);
/dports/devel/godot-tools/godot-demo-projects-8d9d58f112d8/loading/multiple_threads_loading/
H A Dpreload.gd19 var next_scene = queue.get_resource("res://main.tscn").instance()
20 get_node("/root").add_child(next_scene)
/dports/devel/py-asciimatics/asciimatics-1.13.0/tests/
H A Dmock_objects.py9 def __init__(self, count=10, stop=True, swallow=False, next_scene=None, argument
27 self._next_scene = next_scene
/dports/math/alberta/alberta3-920315ae1bbfd1b1fb6672d916619ac37a411e95/add_ons/grape/mesh/Common/
H A Dtsc_timebar.c126 tsc1->next_scene = tsc->next_scene; in timescene_hv_timebar()
127 tsc->next_scene = (SCENE *)tsc1; in timescene_hv_timebar()
H A Dalberta_grape.c116 scene->next_scene = NULL; in sc_add()
/dports/games/kobodeluxe/KoboDeluxe-0.5.1/
H A Dmanage.h54 static void next_scene();
H A Dmanage.cpp263 void _manage::next_scene() in next_scene() function in _manage
580 next_scene(); in run_game()

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