Beispiel #1
0
int typeGame(int lev, int p_m, int type, int change)
{
	switch (type)
	{
	case 0: //Mode of the game with levels
		{
			initMap();
			
			if (change){ //If the player pass the next level, move to the next level.
				lev++; 
				mappingLevel(lev);}
			else
				mappingLevel(lev);

			return lev;
			break;
		}

	case 1: //Practice mode
		{
			initMap();
			modePract(p_m); //Initialize the mode of the practice

			return 0;
			break;
		}
	}

	return 0;

}
Beispiel #2
0
Serializer::Serializer() {
	initObjList();
	initMap(_objList, _addressMap);
	initOctmoList();
	initMap(_octmoList, _octmoMap);
	initOcatoList();
	initMap(_ocatoList, _ocatoMap);
}
Beispiel #3
0
bool Level6::initWithDifficulty(int difficulty)
{
    if ( !Layer::init() )
    {
        return false;
    }

	SpriteFrameCache::getInstance()->addSpriteFramesWithFile("sprite_level6-hd.plist");
	SpriteFrameCache::getInstance()->addSpriteFramesWithFile("sprite_level6_2-hd.plist");
	setLevel(6);
	this->difficulty = difficulty;
	initMap();
	
	std::vector<Point> points;
	points.push_back(Point(40,360));
	points.push_back(Point(40,610));
	points.push_back(Point(756,940));
	points.push_back(Point(1145,560));
	addWaveProgressBars(points);
	waveFlags.at(0)->restartWaveFlag();
	waveFlags.at(1)->restartWaveFlag();
	waveFlags.at(2)->restartWaveFlag();
	waveFlags.at(3)->restartWaveFlag();
	SoundManager::playJungleBattle();
	return true;
}
Beispiel #4
0
int main (int argc, const char * argv[]) {
  clock_t timer;
  struct hashMap* hashTable;
  int tableSize = 1000;
  timer = clock();
  initMap(hashTable,tableSize);

  FILE* dictionary;

  loadDictionary(dictionary,hashTable);
  timer = clock() - timer;
	printf("Dictionary loaded in %f seconds\n", (float)timer / (float)CLOCKS_PER_SEC);

  char* word = (char*)malloc(256*sizeof(char));
  int quit=0;
  while(!quit){
    printf("Enter a word: ");
    scanf("%s",word);
    /*
      ... spell checker code goes here ...
      ... You write this               ...
    */

    /* Don't remove this. It is used for grading*/
    if(strcmp(word,"quit")==0)
      quit=!quit;
  }
  free(word);

  return 0;
}
const NameMap& CustomerType::nameMap() const 
{
    static NameMap s_nameMap;
    static bool initialized = false;
    static const QStringList NAMES = types.split(",");
    return initMap(s_nameMap, NAMES, initialized);
}
Beispiel #6
0
void PiecesTable::readConfig()
{
  Config cfg("Fifteen");
  cfg.setGroup("Game");
  QStringList map = cfg.readListEntry("Map", '-');
  _randomized = cfg.readBoolEntry( "Randomized", FALSE );
  _image = cfg.readEntry( "Image", QString::null );

  int rows = cfg.readNumEntry( "Rows", 4 );
  int cols = cfg.readNumEntry( "Cols", 4 );
  uint items= rows*cols;
  setNumRows( rows );
  setNumCols( cols );

  initMap();

  /* if we've more items than 'stones' don't restore the state */
  if ( items > map.count() )
      return;


  uint i = 0;
  for ( QStringList::Iterator it = map.begin(); it != map.end(); ++it ) {
    _map[i] = (*it).toInt();
    i++;
    if ( i > items ) break;
  }

}
Beispiel #7
0
/*
    Construct a random dungeon
*/
void buildMap() {
    int ii;
    int jj;

    mapTopX = 0;
    mapTopY = 0;
    initMap();

    generations = 1;
    fillprob = 35;
    params = params_set = (generation_params*)malloc( sizeof(generation_params) * generations);

    params->r1_cutoff = 24;
    params->r2_cutoff = 5;
    params->reps = 1;
    params++;

    params->r1_cutoff = 20;
    params->r2_cutoff = 3;
    params->reps = 1;
    params++;

 	for(ii=0; ii<generations; ii++) {
 		params = &params_set[ii];
 		for(jj=0; jj<params->reps; jj++)
 			generation();
 	}

    free(params);
    free(params_set);
}
Beispiel #8
0
int main( int argc, char *argv[] ) {

  char WAR[61];

  int i, numCases ;

  FILE *fin ;
  
  if ( argc != 2 ) {
    printf( "Usage: allYourBase file_name_with_test_cases\n" ) ;
    return 0 ;
  }

  fin = fopen( argv[1], "r" ) ;

  /* Get number of test cases */
  fscanf( fin, "%d", &numCases ) ;

  /* Iterate through each string/test case */
  for ( i = 0 ; i < numCases ; i++ ) {
    initMap();
    fscanf( fin, "%s", WAR ) ;
    printf( "Case #%d: %lld\n", i+1, findLowestNumberOfSeconds(WAR)) ;
  }
  
return 0 ;

}
Beispiel #9
0
// Main game function
void run()
{
    // Initialize the map
    initMap();
    running = true;
    while (running) {
        // If a key is pressed
        if (_kbhit()) {
            // Change to direction determined by key pressed
            changeDirection(_getch());
        }
        // Upate the map
        update();

        // Clear the screen
        clearScreen();

        // Print the map
        printMap();

        // wait 0.5 seconds
        Sleep(500);
    }

    // Print out game over text
    std::cout << "\t\t!!!Game over!" << std::endl << "\t\tYour score is: " << food;

    // Stop console from closing instantly
    std::cin.ignore();
}
Beispiel #10
0
bool Level12::initWithDifficulty(int difficulty)
{
    if ( !Layer::init() )
    {
        return false;
    }
	SpriteFrameCache::getInstance()->addSpriteFramesWithFile("sprite_Level12-hd.plist");
	SpriteFrameCache::getInstance()->addSpriteFramesWithFile("sprite_Level12_2-hd.plist");

	setLevel(12);
	this->difficulty = difficulty;
	initMap();

	std::vector<Point> points;
	points.push_back(Point(450,800));
	points.push_back(Point(40,300));
	points.push_back(Point(1091,710));
	addWaveProgressBars(points);
	waveFlags.at(0)->restartWaveFlag();
	waveFlags.at(1)->restartWaveFlag();
	waveFlags.at(2)->restartWaveFlag();

	SoundManager::playDesertBattle();
	return true;
}
Beispiel #11
0
ColorMap::ColorMap(const QString &newName, QObject *parent) :
    QObject(parent)
{
    _name = newName;
    _values = new uint[MapElements];
    initMap();
}
Beispiel #12
0
void MAP::printMap(Point robot) {
	int robotRow, robotCol;
	realToMap(robot, robotRow, robotCol);
	for (int i = 0; i < MAP_WIDTH; i++) {
		for (int j = 0; j < MAP_HEIGHT; j++) {
			if (i == robotRow && j == robotCol)
				std::cout << "R";
			else {
				switch (_map[i][j]) {
				case FREE:
					std::cout << " ";
					break;
				case OCCUPIED:
					std::cout << "*";
					break;
				case UNKNOWN:
					std::cout << "?";
					break;
				default:
					initMap();
				}
			}
		}
		std::cout << std::endl;
	}

	std::cout << std::endl;
	std::cout << std::endl;
	std::cout << std::endl;
}
Beispiel #13
0
void FullpipeEngine::restartGame() {
	_floaters->stopAll();

	clearGlobalMessageQueueList();
	clearMessages();

	initObjectStates();

	if (_scene2) {
		_scene2->getAniMan();
		_scene2 = 0;
	}

	if (_currentScene) {
		_gameLoader->unloadScene(_currentScene->_sceneId);

		_currentScene = 0;
	}

	_gameLoader->restoreDefPicAniInfos();

	getGameLoaderInventory()->clear();
	getGameLoaderInventory()->addItem(ANI_INV_MAP, 1);
	getGameLoaderInventory()->rebuildItemRects();

	initMap();

	if (_flgPlayIntro) {
		_gameLoader->loadScene(SC_INTRO1);
		_gameLoader->gotoScene(SC_INTRO1, TrubaUp);
	} else {
		_gameLoader->loadScene(SC_1);
		_gameLoader->gotoScene(SC_1, TrubaLeft);
	}
}
Beispiel #14
0
void gameInitial() {
  int i;
  initMap(map);
  drawInfo(global.score, global.life);
  pacman.mapX = 14;
  pacman.mapY = 18;  
  pacman.screenX = 14 * UNIT + UNIT / 2 + OFFSET;
  pacman.screenY = 18 * UNIT + UNIT / 2 + OFFSET;
  pacman.dir = UP;
  pacman.speed = 1.2;
  drawPacman((int)pacman.screenX, (int)pacman.screenY, pacman.dir);
  for (i = 0; i < 3; i++) {
    ghost[i].mapX = 12 + i * 2;
    ghost[i].mapY = 16;
    ghost[i].screenX = mapToscreen(ghost[i].mapX) + UNIT / 2;
    ghost[i].screenY = mapToscreen(16);
    ghost[i].dir = UP;
    ghost[i].burst = 0;
    ghost[i].speed = 0.9;
    drawGhost(i, (int)ghost[i].screenX, (int)ghost[i].screenY, ghost[i].dir, ghost[i].burst);
  }
  ghost[3].mapX = 14;
  ghost[3].mapY = 12;
  ghost[3].screenX = mapToscreen(ghost[3].mapX);
  ghost[3].screenY = mapToscreen(12) + UNIT / 2;
  ghost[3].dir = LEFT;
  ghost[3].burst = 0;
  ghost[3].speed = 0.4;
  drawGhost(3, (int)ghost[3].screenX, (int)ghost[3].screenY, ghost[3].dir, ghost[3].burst);
}
Beispiel #15
0
int main(void){
	char* map = initMap();
	banner(map);
	int input = 0;
	int turn;
	for(turn=5; turn != 0; turn-- ){
		printf("Dein Zug: ");
		if(scanf("%d", &input) <= 0){
			printf("\nFehler bei der Eingabe!\n");
			while(getchar() != '\n');
			turn++;
			continue;
		}
		if(setMap(map, input) == 0){
			if(check(map) != 0) break;
			outMap(map);
			printf("Gegner ist am Zug:\n");
			setNPC(map);
			outMap(map);
			if(check(map) != 0) break;
		}
		else{
			turn++;
		}
	}
	printf("Der Sieger ist...\n");
	//Das kann man bestimmt auch besser machen..
	int result = check(map);
	if(result == 0) printf("Niemand\n");
	else if(result == 1) printf("Der Spieler\n");
	else if(result == 2) printf("Der Computer\n");
	free(map);
	writeRecord(result);
	return 0;
}
int main(int argc, char** argv)
{        
	//Generate map foundation
	short int map[MAPSIZE][MAPSIZE];
	int branch_chance = 50;
	initMap(map);
	createMainPath(map);
	createBranches(map, branch_chance);
	printMap(map);
	system("pause");
	/* Standard GLUT initialization */
	//glutInit(&argc,argv);
	/*glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(700,700);
    glutInitWindowPosition(50,50);
    glutCreateWindow("War Games Scene");
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
	glutKeyboardFunc(myKey);*/






	//myinit();
	//glutMainLoop(); /* enter event loop */
}
Beispiel #17
0
Register::Register(std::shared_ptr<Memory> mem) {
	for (int i = 0; i < NUM_OF_REG; i++) {
		registerList[i] = new int{ 0 }; // init registers
	}
	initMap();
	ram = std::move(mem);
}
Beispiel #18
0
// on "init" you need to initialize your instance
bool GameFatherLayer::init()
{
	//////////////////////////////
	// 1. super init first
	if ( !Layer::init() )
	{
		return false;
	}


	Size visibleSize = Director::getInstance()->getVisibleSize();
	Vec2 origin = Director::getInstance()->getVisibleOrigin();

	initMap();


	
	initUI();
	
	initRole();

	initComponents();
	
	return true;
}
Beispiel #19
0
void updateTimer(int tid){
	int i;
	static int cou=0;
	switch(tid){
	case 0:
		stage=0;
		keyTimer(tid);
		mapTimer(tid);
		break;
	case 1:
		stage=1;
		keyTimer(tid);
		menuTimer(tid);
		break;
	case 2:
		cou++;
		stage=3;
		menuTimer(tid);
		if (cou==30)
		{
			cancelTimer(2);
			startTimer(0,10);
			level=1;
			initMap(1);
			cou=0;
			for(i=0;i<=buttonCount;i++)
			{
				allButton[i].up=1;
			}
		}
	}
}
Beispiel #20
0
bool Level10::initWithDifficulty(int difficulty)
{
    if ( !Layer::init() )
    {
        return false;
    }
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("sprite_level10-hd.plist");
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("sprite_level10_2-hd.plist");
    setLevel(10);
    this->difficulty = difficulty;
    initMap();
    MyAnimation::getInstance()->init_BossCanibal();
    std::vector<Point> points;
    points.push_back(Point(610,710));
    points.push_back(Point(650,710));
    addWaveProgressBars(points);
    waveFlags.at(0)->restartWaveFlag();
    waveFlags.at(1)->restartWaveFlag();
    Vector<SpriteFrame*> animFrames1;
    SpriteFrame* frame1=NULL;
    for (int i = 1; i <= 31; i++)
    {
        frame1 = SpriteFrameCache::getInstance()->getSpriteFrameByName(String::createWithFormat("Stage10_Tower_00%02d.png",i)->getCString());
        if(frame1!=nullptr)
            animFrames1.pushBack(frame1);
    }
    AnimationCache::getInstance()->addAnimation(Animation::createWithSpriteFrames(animFrames1, 0.04f),"level_stage");
    SoundManager::playJungleBattle();
    return true;
}
Beispiel #21
0
void TilesetDialog::tick(const float dt) {
	Container::tick(dt);
	if (_sl_tilesets->changed()) {
		_sl_tilesets->reset();
		if (!_sl_tilesets->empty())
			set(_sl_tilesets->get());
	}

	std::string tileset = _add_tileset->getTileset();
	if (!tileset.empty()) {
		LOG_DEBUG(("adding tileset!"));
		Map->addTileset(tileset);
		initMap();
		_tileset_added = true;
	}

	if (_current_tileset == NULL || hidden())
		return;

	GET_CONFIG_VALUE("editor.scrolling-speed", int, ss, 500);
	_pos += _vel * (ss * dt);
	if (_pos.x + _w > _current_tileset->get_width())
		_pos.x = _current_tileset->get_width() - _w;
	if (_pos.y + _h > _current_tileset->get_height())
		_pos.y = _current_tileset->get_height() - _h;

	if (_pos.x < 0)
		_pos.x  = 0;
	if (_pos.y < 0)
		_pos.y  = 0;
	//LOG_DEBUG(("%g %g", _pos.x, _pos.y));
	
}
void MainWindow::setupUI()
{
    ui->statusBar->addWidget(&statusLabel);

    ui->interestsListView->setModel( &interestsModel );
    //enum Interest { SIGHT, CULTURE, PARK, ENTERTAINMENT };
    interestsModel.appendRow(new SelectionItem("Достопримечательности"));
    interestsModel.appendRow(new SelectionItem("Культура"));
    interestsModel.appendRow(new SelectionItem("Парки"));
    interestsModel.appendRow(new SelectionItem("Развлечения"));

    ui->transportListView->setModel( &transportModel );
    //enum Transport {CAR, UNDERGROUND, BUS, TROLLEYBUS, TRAM, TAXI, FOOT};
    transportModel.appendRow(new SelectionItem("Автомобиль"));
    transportModel.appendRow(new SelectionItem("Метро"));
    transportModel.appendRow(new SelectionItem("Автобус"));
    transportModel.appendRow(new SelectionItem("Троллейбус"));
    transportModel.appendRow(new SelectionItem("Трамвай"));
    transportModel.appendRow(new SelectionItem("Маршрутка"));
    transportModel.appendRow(new SelectionItem("Пешком"));

    ui->sortTypeComboBox->addItem("По времени");
    ui->sortTypeComboBox->addItem("По стоимости");

    ui->createPlaceButton->setEnabled(false);
    ui->createRouteButton->setEnabled(false);
    ui->removeButton->setEnabled(false);

    ui->routesTableWidget->setColumnCount(5);

    QStringList horizontalLabels;
    horizontalLabels.append("Начало");
    horizontalLabels.append("Конец");
    horizontalLabels.append("Стоимость");
    horizontalLabels.append("Время");
    horizontalLabels.append("Действия");
    ui->routesTableWidget->setHorizontalHeaderLabels(horizontalLabels);

    fillPlaces(ui->startList);
    fillPlaces(ui->finishList);

    connect(&placeDialog,SIGNAL(accepted()),ui->mapWidget,SLOT(createPlace()));
    connect(&placeDialog,SIGNAL(rejected()), this, SLOT(cancelCreatingPlace()));
    connect(&placeDialog,SIGNAL(accepted()),this,SLOT(onPlaceDataEntered()));
    connect(&routeDialog,SIGNAL(accepted()),ui->mapWidget,SLOT(createRoute()));
    connect(&routeDialog,SIGNAL(rejected()), this, SLOT(cancelCreatingRoute()));
    connect(&routeDialog,SIGNAL(accepted()),this,SLOT(onRouteDataEntered()));
    connect(&saveDialog,SIGNAL(accepted()),this,SLOT(save()));
    connect(&saveDialog,SIGNAL(rejected()),this,SLOT(cancel()));
    connect(ui->mapWidget,SIGNAL(placeCreated(double,double)),this,SLOT(onPlaceCreated(double,double)));
    connect(ui->mapWidget,SIGNAL(routeCreated(int,int)),this,SLOT(onRouteCreated(int,int)));
    connect(ui->mapWidget,SIGNAL(firstPlaceSelected()),this,SLOT(onFirstPlaceSelected()));
    connect(ui->mapWidget,SIGNAL(secondPlaceSelected()),this,SLOT(onSecondPlaceSelected()));
    connect(ui->mapWidget, SIGNAL(mapReady()), this, SLOT(initMap()));
    connect(ui->mapWidget, SIGNAL(elementRemoved()), this, SLOT(onElementRemoved()));
    connect(ui->editMapButton, SIGNAL(clicked()), this, SLOT(editMode()));
    connect(ui->searchRoutesButton, SIGNAL(clicked()), this, SLOT(runRouteSearching()));

}
Beispiel #23
0
void PiecesTable::randomizeMap()
{
  initMap();
  _randomized = true;
  // find the free position
  int cols = numCols();
  int rows = numRows();
  int pos = _map.find( cols*rows -1 );

  int move = 0;
  while ( move < 333 ) {

    int frow = pos / cols;
    int fcol = pos - frow * cols;

    // find click position
    int row = rand()%rows;
    int col = rand()%cols;

    // sanity check
    if ( row < 0 || row >= rows ) continue;
    if ( col < 0 || col >= cols ) continue;
    if ( row != frow && col != fcol ) continue;

    move++;

    // rows match -> shift pieces
    if(row == frow) {

      if (col < fcol) {
	for(int c = fcol; c > col; c--) {
	  _map[c + row * cols] = _map[ c-1 + row *cols];
	}
      }
      else if (col > fcol) {
	for(int c = fcol; c < col; c++) {
	  _map[c + row * cols] = _map[ c+1 + row *cols];
	}
      }
    }
    // cols match -> shift pieces
    else if (col == fcol) {

      if (row < frow) {
	for(int r = frow; r > row; r--) {
	  _map[col + r * cols] = _map[ col + (r-1) *cols];
	}
      }
      else if (row > frow) {
	for(int r = frow; r < row; r++) {
	  _map[col + r * cols] = _map[ col + (r+1) *cols];
	}
      }
    }
    // move free cell to click position
    _map[pos=(col + row * cols)] = rows*cols-1;
  }
  repaint();
}
RoomManager::RoomManager()
{
	srand(time(NULL));
	addPlayerMutex = PTHREAD_MUTEX_INITIALIZER;
	MAX_ONE_TYPE_ROOMS = 10;
	initRooms();
	initMap();
}
DisplayEnumerator::DisplayEnumerator(string configFileName){
    if(_displaySettingsConfig.loadFile(configFileName)){
        _dispTypeMap = initMap();
        readDisplayPositions();
    }else{
        cout<<"Unable to load the config file."<<"\n";
    }
}
Beispiel #26
0
void Stage::initialize(){
	vector<int> area;
	FileStream::load("data/data.dat", area);
	stringstream ss; ss << area[1] + 1;

	initID();
	initMap(ss.str());
}
Beispiel #27
0
void IS::GameObject::Component::Rule::initialisation()
{
	/*IS::GameObject::GameObject *Splash = new IS::GameObject::GameObject(_sceneManager);
	Ogre::ParticleSystem* particleSystem = _scene->getSceneManager()->getSceneManager()->createParticleSystem("particle3", "SplashScreen");
	Splash->getSceneNode()->getParentSceneNode()->attachObject(particleSystem);
	*/
	initMap();
}
Beispiel #28
0
int main(int argc, char** argv) {
        GtkWidget* w;
        GtkWidget* box;
        GtkWidget* p;
        GtkWidget* f;
        GtkWidget* menu;
        GtkWidget* item;
        GtkWidget* sub;

        gtk_init(&argc, &argv);

        // creates the window
        w = gtk_window_new(GTK_WINDOW_TOPLEVEL);
        gtk_window_set_title(GTK_WINDOW(w), "ev.view");
        gtk_window_resize(GTK_WINDOW(w), 640, 480);

        box = gtk_vbox_new(FALSE, 0);

        // set menues
        menu = gtk_menu_bar_new();
        gtk_box_pack_start(GTK_BOX(box), menu, FALSE, TRUE, 0);
        // File
        item = gtk_menu_item_new_with_label("File");
        sub = gtk_menu_new();
        gtk_menu_item_set_submenu(GTK_MENU_ITEM(item), sub);
        gtk_menu_shell_append(GTK_MENU_SHELL(menu), item);
        newMenuItem(sub, "Open data...", G_CALLBACK(menuOpenData), w);
        itemRecons = newMenuItem(sub, "Open reconstruction...", G_CALLBACK(menuOpenRec), w);
        gtk_widget_set_sensitive(GTK_WIDGET(itemRecons), FALSE);
        newMenuItem(sub, "Quit", G_CALLBACK(menuQuit), NULL);
        // Map
        item = gtk_menu_item_new_with_label("Map");
        sub = gtk_menu_new();
        gtk_menu_item_set_submenu(GTK_MENU_ITEM(item), sub);
        gtk_menu_shell_append(GTK_MENU_SHELL(menu), item);
        newMenuItem(sub, "Open raster...", G_CALLBACK(menuOpenRaster), NULL);

        // Layout
        p = gtk_hpaned_new();
        gtk_widget_set_size_request(p, 100, -1);
        f = gtk_frame_new(NULL);
        gtk_paned_pack1(GTK_PANED(p), f, TRUE, FALSE);
        gtk_widget_set_size_request(f, 50, -1);
        initTree(f);
        f = gtk_frame_new(NULL);
        gtk_paned_pack2(GTK_PANED(p), f, TRUE, FALSE);
        gtk_widget_set_size_request(f, 50, -1);
        initMap(f);
        gtk_box_pack_start(GTK_BOX(box), p, TRUE, TRUE, 0);
        gtk_container_add(GTK_CONTAINER(w), box);

        gtk_widget_show_all(w);
        gtk_widget_add_events(w, GDK_KEY_PRESS_MASK);
        g_signal_connect(G_OBJECT(w), "key_press_event", G_CALLBACK(keyPress), w);

        gtk_main();
        return 0;
}
Beispiel #29
0
int main (int argc, char* argv[])
{


	if (!loadMapFromFile ("maps/level1.map"))
	{
		printf ("Can't locate map!");
	}

	initGUI();
	initMap();
	initPlayer();

	SDL_Event e;
	int quit = 0;

	int start_time;
	int urd_time;
	int wait_time;
	int target_time = 1000/FPS;

	while (!quit)
	{
		start_time = SDL_GetTicks();

		while (SDL_PollEvent (&e))
		{
			if (e.type == SDL_QUIT)
			{
				quit = 1;
			}
			else
			{
				player->left = 0;
				player->right = 0;
			}
			processInput ();
		}

		clearScreen();
		updatePlayer (player);
		renderBackground();
		renderMap();
		renderPlayer (player);
		draw();

		urd_time = (SDL_GetTicks() - start_time);
		wait_time = target_time - urd_time;

		SDL_Delay (wait_time);
	}

	destroyGUI();
	deletePlayer (player);

	return 0;
}
ToneMap::ToneMap(IPFConfiguration &config)
{
	num_tones_ = COLOR_DEPTH;
	setP1Params(config.ToneMapBrightSigma);
	setP2Params(config.ToneMapMiddleMuLower, config.ToneMapMiddleMuUpper);
	setP3Params(config.ToneMapDarkSigma, config.ToneMapDarkMu);
	setPWeigths(config.ToneMapBrightWeight, config.ToneMapMiddleWeight, config.ToneMapDarkWeight);
	initMap();
}