void playBlackJack(struct Player* player, struct Player* dealer) { int i; printFramedText("Game start"); printf("\n"); initPlayer(player, FALSE); initPlayer(dealer, TRUE); shuffleCards(&s_cardDeck); for(i = 0; i < 2; i++) { drawCard(player); } for(i = 0; i < 2; i++) { drawCard(dealer); } showCards(player, dealer); // In case of same card, ask if player splits card. if(canSplitCard(player)){ if(getUserDecision("You have two same number cards. Split card ?")) { printFramedText("Player split card"); printf("\n"); splitCard(player); showCards(player, dealer); } } // Player draw card. while(player->isStand == FALSE) { if(player->isSplit) printf("[Slot %d] ", (int)getCurrentSlotID(player)); if(getUserDecision("Draw one more card ?")) { printFramedText("Player draw card"); printf("\n"); drawCard(player); showCards(player, dealer); } else { struct CardSlot* slot = getCurrentSlot(player); slot->isEndDraw = TRUE; } player->isStand = isStand(player); } // Dealer draw card. while(isStand(dealer) == FALSE) { drawCard(dealer); } dealer->isStand = TRUE; // Show play result. printFramedText("Dealer draw card"); printf("\n"); showCards(player, dealer); printPlayResult(player, dealer); onGameEnd(); }
int main(){ /* ####################### Init Game ####################### */ char menu = '0'; do{ menu = displayMenu(); if(menu == LAN){ configServer(); initPlayer(); } else if(menu == LOCAL){ initPlayer(); } printf("\n"); printf("Players were created"); printf("\n\n"); }while(menu!=EXIT); return 0; }
void setupGame(bool loadUpWorld) { currentLevel = 1; // Reset entity manager. memset(&eManager, 0, sizeof(eManager)); sf2d_set_clear_color(RGBA8(0x82, 0x6D, 0x6C, 0xFF)); if (!loadUpWorld) { initNewMap(); initPlayer(); airWizardHealthDisplay = 2000; int i; for (i = 0; i < 5; ++i) { trySpawn(500, i); } addEntityToList(newAirWizardEntity(630, 820, 0), &eManager); player.p.hasWonSaved = false; } else { initPlayer(); loadWorld(currentFileName, &eManager, &player, (u8*) map, (u8*) data); } initMiniMap(loadUpWorld); shouldRenderMap = false; mScrollX = 0; mScrollY = 0; zoomLevel = 2; sprintf(mapText,"x%d",zoomLevel); initGame = 0; }
//initialize paramaters that will be passed into the main game loop void multiPlayer() { std::pair < unsigned int,std::string> result; std::string playerOne = initPlayer(); std::string playerTwo = initPlayer(); unsigned int playerOneScore = 0; unsigned int playerTwoScore = 0; gameLoop(result,playerOne,playerTwo,playerOneScore,playerTwoScore); internalHallOfFame(result); }
int main(void) { WDTCTL = WDTPW | WDTHOLD; // Stop watchdog timer initSPI(); LCDinit(); LCDclear(); unsigned char player = initPlayer(); init_timer(); init_buttons(); __enable_interrupt(); printPlayer(player); while(1) { player = movementCheck(player); if(LOSE == 1){ LCDclear(); print("GAME"); secondLine(); print("OVER"); firstLine(); GAMEOVER = 1; waitForP1ButtonRelease(BIT1|BIT2|BIT3|BIT4); debounce(); } if(didPlayerWin(player)){ LCDclear(); print("YOU"); secondLine(); print("WON"); firstLine(); GAMEOVER = 1; waitForP1ButtonRelease(BIT1|BIT2|BIT3|BIT4); debounce(); } if(GAMEOVER){ char buttonsToPoll[4] = {BIT1, BIT2, BIT3, BIT4}; while(!pollP1Buttons(buttonsToPoll, 4)){ //poll until something is pressed } TAR = 0; LOSE = 0; TIMER = 0; GAMEOVER = 0; LCDclear(); player = initPlayer(); printPlayer(player); } } return 0; }
bool VideoPlayer::initPlayer() { if(VideoPlayer::disabled == true) { return true; } #ifdef HAS_LIBVLC bool result = initPlayer(this->filename); if(result == true) { time_t waitStart = time(NULL); for(;difftime(time(NULL),waitStart) <= MAX_VIDEO_START_MILLISECONDS && successLoadingLib == true && (ctxPtr->error == false || ctxPtr->stopped == false) && ctxPtr->started == false;) { if(ctxPtr->started == true) { break; } if(this->loadingCB != NULL) { int progress = (int)((difftime(time(NULL),waitStart) / MAX_VIDEO_START_MILLISECONDS) * 100.0); this->loadingCB->renderVideoLoading(progress); } SDL_Delay(0); } } if(isPlaying() == false && this->filenameFallback != "") { closePlayer(); cleanupPlayer(); init(); result = initPlayer(this->filenameFallback); if(result == true) { time_t waitStart = time(NULL); for(;difftime(time(NULL),waitStart) <= MAX_VIDEO_START_MILLISECONDS && successLoadingLib == true && (ctxPtr->error == false || ctxPtr->stopped == false) && ctxPtr->started == false;) { if(ctxPtr->started == true) { break; } if(this->loadingCB != NULL) { int progress = (int)((difftime(time(NULL),waitStart) / MAX_VIDEO_START_MILLISECONDS) * 100.0); this->loadingCB->renderVideoLoading(progress); } SDL_Delay(0); } } } #endif return successLoadingLib; }
// Creates a new GameView to summarise the current state of the game GameView newGameView(char *pastPlays, PlayerMessage messages[]) { //printf("called newGameView\n"); GameView gameView = malloc(sizeof(struct gameView)); // INITIALIZE ALL THE THINGS IN THE GAMEVIEW STRUCT gameView->RoundNum = 0; gameView->CurrentPlayer = 0; gameView->GameScore = GAME_START_SCORE; gameView->europe = newMap(); gameView->Lord_Godalming = initPlayer(PLAYER_LORD_GODALMING); gameView->Dr_Seward = initPlayer(PLAYER_DR_SEWARD); gameView->Van_Helsing = initPlayer(PLAYER_VAN_HELSING); gameView->Mina_Harker = initPlayer(PLAYER_MINA_HARKER); gameView->Dracula = initPlayer(PLAYER_DRACULA); int i; int scoreChange=0; //// HANDLING PAST PLAYS STRING //// We will probably do this a different way in the final thing, (maybe) //// but for now it has to be like this because we can't add functions in //// this ADT (( :( )) for (i=0; pastPlays[i] != '\0' ; i+=7) { if (pastPlays[i] == ' ') i++; if (pastPlays[i] == 'G') { //if Godalmings turn 0 scoreChange = doPlayerTurn(gameView->Lord_Godalming, pastPlays+i); } else if (pastPlays[i] == 'S') { //Seward 1 scoreChange = doPlayerTurn(gameView->Dr_Seward, pastPlays+i); } else if (pastPlays[i] == 'H') { //Van helsing 2 scoreChange = doPlayerTurn(gameView->Van_Helsing, pastPlays+i); } else if (pastPlays[i] == 'M') { //Mine 3 scoreChange = doPlayerTurn(gameView->Mina_Harker, pastPlays+i); } else if (pastPlays[i] == 'D') { //DRACUULLLAAA 4 scoreChange = doPlayerTurn(gameView->Dracula, pastPlays+i); } if (scoreChange <= 0) { gameView->GameScore += scoreChange; } else if (scoreChange == 10) deductHealth(gameView->Dracula, 10); else if (scoreChange == 4) { deductHealth(gameView->Dracula, 10); gameView->GameScore -= 6; } gameView->CurrentPlayer++; if (gameView->CurrentPlayer==5) { gameView->CurrentPlayer = 0; gameView->RoundNum++; } } return gameView; }
GameLayer::GameLayer():nIndexTic(0) { bool bRet = false; do { CC_BREAK_IF(! GameLayer::init()); angle = 0; poopSprite = NULL; initPlayer(); initForeground(); placeFireButton(); scheduleUpdate(); } while(0); //return bRet; }
int main(int argc, char *argv[]) { if(argc != 3) { printf("Incorrect set of arguments\n"); printf("Usage:\n./player <master-machine-name> <port-number>\n"); exit(-1); } initPlayer(argv); //this will start the player initializing the data structures and variables if(pthread_create(&left_thread,NULL,leftNeighborConn,NULL) !=0 ) { printf("Thread creation failed\n"); exit(-1); } #ifdef DEBUG printf("Left Thread created\n"); #endif setupNetwork(); #ifdef DEBUG printPlayerInfo(); printf("Out here\n"); #endif wait_for_message(); #ifdef DEBUG printf("Exiting program\n"); #endif return 0; }
int main (){ printf("Start game\n"); initBoard(); /*ボードの初期化*/ showBoard(); /*ボードの表示*/ initStone(); /*石の初期化*/ initPlayer(); /*プレーヤーの初期化*/ cont = 1; /*継続判定の初期化*/ judge = 0; /*勝ち判定初期化*/ printf("\n"); while (cont == 1){ input(); /*マス目の選択受付*/ showBoard(); checkWin(); /*勝ち判定*/ if (judge == 1){ break; /*勝ち判定ありの場合、ループ脱出*/ } else { check(); /*ゲーム継続可能性(空きマスがあるか)の判定*/ changeStone(); changePlayer(); printf("\n"); } } printf("\n"); dispWinner(); /*judgeの値により勝者表示OR引分宣言*/ return 0; }
void TunnelRenderer::onMessageReceived(const sp<AMessage> &msg) { switch (msg->what()) { case kWhatQueueBuffer: { sp<ABuffer> buffer; CHECK(msg->findBuffer("buffer", &buffer)); queueBuffer(buffer); if (mStreamSource == NULL) { if (mTotalBytesQueued > 0ll) { initPlayer(); } else { ALOGI("Have %lld bytes queued...", mTotalBytesQueued); } } else { mStreamSource->doSomeWork(); } break; } default: TRESPASS(); } }
void MovieSprite::setMovie(const std::string& movie, bool hasAlpha) { clear(); _hasAlphaChannel = hasAlpha; _fname = movie; initPlayer(); }
MyWidget::MyWidget(QWidget *parent) : QWidget(parent), ui(new Ui::MyWidget) { ui->setupUi(this); initPlayer(); }
//Function used to determine which button has been pushed without polling void testAndRespondToButtonPush(char buttonToTest) { if (buttonToTest & P1IFG) { if (buttonToTest & P1IES) { if (flag == 5) { LCDclr(); location = initPlayer(); printPlayer(location); flag = 0; } else { //This code is used to prevent the player (*) from moving outside of the game bounds. int mod = 0; mod = movePlayerInResponseToButtonPush(buttonToTest); clearPlayer(location); location += mod; location = movePlayer(location, mod); clearTimer(); } //Debounces the button } else { debounce(); } //Toggles between reading rising and falling edge P1IES ^= buttonToTest; P1IFG &= ~buttonToTest; } }
void doPlayerSelect(void) { if (isControl(CONTROL_PREV_FIGHTER)) { selectNewPlayer(-1); clearControl(CONTROL_PREV_FIGHTER); } if (isControl(CONTROL_NEXT_FIGHTER)) { selectNewPlayer(1); clearControl(CONTROL_NEXT_FIGHTER); } if (player->health > 0 && isAcceptControl()) { battle.playerSelect = 0; initPlayer(); resetAcceptControls(); } }
// ==== fonctions pour charger la physique avant chaque début de level (tour + ennemis + bonus vies) void loadPhysicsNormal(){ initPhysics(); // choisir aleatoirement quels etage ont une plateforme mobile et les initialiser (etage 0 a une plateforme obligatoirement) g_Plateforme[0] = NULL; initPlateform(0,((rand()/(double)RAND_MAX)*0.8f+4.2f),0); for(int i=1; i<nb_Etages; i++){ g_Plateforme[i] = NULL; etageAvecPlateforme[i] = (int)(rand() % 2);//une chance sur 2 d'avoir une plateforme if(etageAvecPlateforme[i] ==0){ float anglePlat = ( rand()/(double)RAND_MAX ) * 0.8f + 4.2f; initPlateform(i,anglePlat,i); } } //remise à zero des ennemis for(int i=0; i<12; i++){ for(int j=0; j<21; j++){ g_Enemy[i][j] = NULL; } } createPhysicsOnMesh(nb_Etages); //creation des bonus vie for(int i=0; i<nb_BonusVie; i++){ initObjets(tilesVies[i],etagesVies[i],i); } for(int i=nb_BonusVie; i<4; i++){ g_ItemsState[i]=false; } //creation des ennemis for (int et=0; et<nb_Etages; et++){ if(et==0 || et==3 || et==6 || et==9){ for(int i=0; i<8; i++){ if(tilesEnnemis[0][i]>0){ // test pour ne pas mettre d'ennemi sur la plateforme mouvante if(!(etageAvecPlateforme[et] ==0 && (tilesEnnemis[0][i] == 10 | tilesEnnemis[0][i] == 9))){ initEnemy(tilesEnnemis[0][i],et); getInitialEnemiesPositions(g_Enemy[et][tilesEnnemis[0][i]],et,tilesEnnemis[0][i]); behaviors[et][tilesEnnemis[0][i]] = behaviorsEnnemis[0][i]; } } } }else{ int alea = (int)((rand() % (NUMBER_REPARTITIONS))); std::cerr<<"num alea = "<<alea<<std::endl; for(int i=0; i<8; i++){ if(tilesEnnemis[0][i]>0){ // test pour ne pas mettre d'ennemi sur la plateforme mouvante if(!(etageAvecPlateforme[et] ==0 && (tilesEnnemis[0][i] == 10 | tilesEnnemis[0][i] == 9))){ initEnemy(tilesEnnemis[alea][i],et); getInitialEnemiesPositions(g_Enemy[et][tilesEnnemis[alea][i]],et,tilesEnnemis[0][i]); behaviors[et][tilesEnnemis[0][i]] = behaviorsEnnemis[alea][i]; } } } } } g_Enemy[0][1] = NULL; initPlayer(125*cos(4*M_PI/40),125*sin(4*M_PI/40),16); initAnimatedMesh(); if(!menuDroite){beginTime = milliseconds();} }
bool HelloWorld::init() { if (!Layer::init()) { return false; } winSize = Director::getInstance()->getWinSize(); srand((int)time(NULL)); listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this); initBG(); initTitle(); initGameData(); initPlayer(); // scoreboard(enemycount); setMissileInterface(); initGameover(); __String *tempScore = __String::createWithFormat("%i", score); scorelabel = LabelTTF::create(tempScore->getCString(), "Perfect Dark Zone.ttf", 40); scorelabel->setPosition(Vec2(150, 680)); this->addChild(scorelabel, 150); this->scheduleUpdate(); return true; }
//initialise gui and map serial ports to player Ids void dealerLib::init() { //create std::map m_deviceMap = Comms::SerialPort::DetectSerialDevices(); //set number of players as number of ports in use m_numPlayers = m_deviceMap.size(); for(Comms::PlayerDevices::iterator it = m_deviceMap.begin(); it != m_deviceMap.end(); ++it) { initPlayer( it->first ); } //create vector of visible players for the gui std::vector<const player*> guiPlayers; //add players to vector for(unsigned int i=0;i<m_numPlayers;i++) { guiPlayers.push_back(&m_table[i]); } cardStack flop; m_dealerGui.initialise(guiPlayers,flop); //m_dealerGui.m_publicCards->killNow(); m_livePlayers = m_table; }
void RenewGame() { gamedone = 0; LCDclear(); player = initPlayer(); printPlayer(player); }
/** * @brief Map::initRole calls for the functions needed to initiate a map as Mj or Player * @param isMj */ void Map::initRole(bool isMj){ if(isMj){ initMj(); } else{ initPlayer(); } }
void PlayWidgetEntryController::stopClicked(){ QLOG_TRACE() << "Button stop was clicked"; if(NULL != track){ players->stopAllForTrack(track); //this->stateChanged(false); } initPlayer(); }
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; }
unsigned char didPlayerWin(unsigned char player) { if (player == 0xC7) { youWon(player); } return initPlayer(); }
/** * Versetzt das Spiel in den Startzustand. */ void restartGame() { LOGD("restartGame"); // Spiel-Zustand auf den Zustand setzen, in dem der Benutzer das Spielfeld erstellt gameState = GAME_STATE_CREATING_FIELD; // Spieler initialisieren for (int i = 0; i < PLAYER_COUNT; ++i) { initPlayer(&players[i]); } }
unsigned char gameOver(unsigned char player) { clearPlayer(player); cursorToLineOne(); writeString(game); cursorToLineTwo(); writeString(over); return initPlayer(); }
void mainMenu() { u8 option=0; cpct_etm_setTileset2x4(g_tile_tileset_bg); cpct_etm_drawTilemap2x4_f(MAP_WIDTH_TILES, MAP_HEIGHT_TILES, SCR_VMEM, g_background); cpct_drawSprite (g_tile_titulo, getScreenPosition(5, 2), 32, 16); cpct_drawStringM0 ("PLAY GAME", getScreenPosition(5, 5), 15, 7); cpct_drawStringM0 ("CONTROLS", getScreenPosition(5, 7), 15, 7); cpct_drawStringM0 ("CREDITS", getScreenPosition(5, 9), 15, 7); initScroll(); initPlayer(); cpct_scanKeyboard_f (); do { waitNVSYNCs(3); cpct_akp_musicPlay(); Road(); drawPlayer(); if ( cpct_isKeyPressed (Key_CursorUp) && option != 0) { --option; } else if ( cpct_isKeyPressed (Key_CursorDown) && option != 2) { ++option; } switch (option) { case 0: cpct_drawSprite(g_tile_sky_blue, getScreenPosition(3, 7), 4, 8); cpct_drawSprite(sprite_skate, getScreenPosition(3, 5), 4, 8); break; case 1: cpct_drawSprite(g_tile_sky_blue, getScreenPosition(3, 5), 4, 8); cpct_drawSprite(g_tile_sky_blue, getScreenPosition(3, 9), 4, 8); cpct_drawSprite(sprite_skate, getScreenPosition(3, 7), 4, 8); break; case 2: cpct_drawSprite(g_tile_sky_blue, getScreenPosition(3, 7), 4, 8); cpct_drawSprite(sprite_skate, getScreenPosition(3, 9), 4, 8); break; } cpct_scanKeyboard_f (); // waitNVSYNCs(5); } while (!cpct_isKeyPressed(Key_Return)); switch (option) { case 0: playMenu(); break; case 1: gameScene=CONTROLSSCREEN; break; case 2: gameScene=CREDITSSCEENE; break; } }
unsigned char youWon(unsigned char player) { clearPlayer(player); cursorToLineOne(); writeString(you); cursorToLineTwo(); writeString(won); return initPlayer(); }
void game(void){ /*ncurses stuff:*/ initscr(); raw(); noecho(); keypad(stdscr, TRUE); curs_set(0); srand((uint32_t)time(NULL)); initGrid(); player* pl = initPlayer(PLAYER); player* w = initPlayer(WUMPUS); char* msg = ""; while(1){ drawGrid(pl, msg); playerNear(pl); msg = action(pl, w, input()); } }
void playMenu() { u8 option=0; cpct_etm_setTileset2x4(g_tile_tileset_bg); cpct_etm_drawTilemap2x4_f(MAP_WIDTH_TILES, MAP_HEIGHT_TILES, SCR_VMEM, g_background); cpct_drawSprite (g_tile_titulo, getScreenPosition(5, 2), 32, 16); cpct_drawStringM0 ("PLAY GAME", getScreenPosition(5, 5), 15, 7); cpct_drawStringM0 ("INFINITY MODE", getScreenPosition(6, 7), 15, 7); cpct_drawStringM0 ("LEVELS MODE", getScreenPosition(6, 9), 15, 7); initScroll(); initPlayer(); cpct_scanKeyboard_f (); do { waitNVSYNCs(3); cpct_akp_musicPlay(); Road(); drawPlayer(); if ( cpct_isKeyPressed (Key_Esc)) { gameScene=MENUSCREEN; return; } else if ( cpct_isKeyPressed (Key_CursorUp) && option != 0) { --option; } else if ( cpct_isKeyPressed (Key_CursorDown) && option != 1) { ++option; } switch (option) { case 0: cpct_drawSprite(g_tile_sky_blue, getScreenPosition(4, 9), 4, 8); cpct_drawSprite(sprite_skate, getScreenPosition(4, 7), 4, 8); break; case 1: cpct_drawSprite(g_tile_sky_blue, getScreenPosition(4, 7), 4, 8); cpct_drawSprite(sprite_skate, getScreenPosition(4, 9), 4, 8); break; } cpct_scanKeyboard_f (); // waitNVSYNCs(5); } while (!cpct_isKeyPressed(Key_Return)); switch (option) { case 0: cpct_akp_stop(); gameScene=PLAYGAMESCREEN; break; case 1: cpct_akp_stop(); gameScene=NEXTLEVELSCREEN; break; } }
int main(void) { WDTCTL = WDTPW | WDTHOLD; player = initPlayer(); initSPI(); LCDinit(); LCDclear(); RenewGame(); printPlayer(player); init_timer(); init_buttons(); __enable_interrupt(); while(1) { if (player==0xC7) { TACTL &= ~TAIE; LCDclear(); cursorToLineOne(); writeString("YOU"); cursorToLineTwo(); writeString("WON!"); gamedone = 1; _delay_cycles(1000000); } if (CountTimer >=4) { TACTL &= ~TAIE; LCDclear(); cursorToLineOne(); writeString("Game"); cursorToLineTwo(); writeString("Over"); gamedone = 1; _delay_cycles(1000000); } } return 0; }