Ejemplo n.º 1
0
Archivo: loop.c Proyecto: tmerlier/2048
int				main_loop(t_env *env)
{
	int				key;
	int				ret_exec;

	set_winsize(env);
	if (env->load == 1)
		load_game(env);
	dup_plate(env->last_plate, env->plate, env->size);
	print_plate(env);
	while (refresh() == OK && (key = getch()) && clear() == OK)
	{
		if (key == KEY_RESIZE && (ret_exec = 0) == 0)
			set_winsize(env);
		if (test_window(env))
			mvprintw(1, 1, "Affichage impossible");
		else
		{
			dup_plate(env->last_plate, env->plate, env->size);
			if (key != KEY_RESIZE)
				ret_exec = exec_key(env, key);
			if (ret_exec != 0)
				return (ret_exec);
		}
		print_plate(env);
	}
	return (0);
}
Ejemplo n.º 2
0
/*=============================================================================
  Set board to start a new game: put pieces in their initial positions, reset
  castling privileges, en-passant capture possibilities, and current turn.

  Precondition: there exists a file initial.in in the current directory with
  a valid initial chess configuration.
  ===========================================================================*/
void
MaeBoard::reset ()
{
   clear ();
   if (!load_game ("initial.in"))
      clear ();
}
Ejemplo n.º 3
0
//---------------------------------------------------------------------------
// Name: load_game [filename]
// Desc: Test function to show how write a console function =)
//---------------------------------------------------------------------------
static int csl_load_game(void)
{
    int argc = csl_argc()+1;
	char path[60];

	    
	if(argc!=2)
	{
		csl_textout(1, "syntax: save_game [filename]");
	}
	else
	{
		sprintf(path,"save/%s",csl_argv(1));

		if(!load_game(path))
		{
			csl_textoutf(1, "couldn't load game from %s",path);
            return CSLMSG_ERROR;
		}
		else
		{
			csl_textoutf(1, "loaded game from %s",path );
		}

	}
		
	return CSLMSG_CLOSE;
    
}
Ejemplo n.º 4
0
int loadgame_simple ()
{
	char home[MAX_PATH], path[MAX_PATH];
	int rc = 0;

	if (get_app_dir (home, MAX_PATH) < 0) {
		message_box ("Error loading game.");
		return err_BadFileOpen;
	}

	sprintf(path, "%s/" DATA_DIR "/%05X.%s/%08d.sav",
		home, game.crc, game.id, 0);

	erase_both();
	stop_sound();
	close_window();

	if ((rc = load_game (path)) == err_OK) {
		message_box ("Game restored.");
		game.exit_all_logics = 1;
		menu_enable_all();
	} else {
		message_box ("Error restoring game.");
	}

	return rc;
}
Ejemplo n.º 5
0
Game::Game(shared_ptr<IView> _view)
    : userInterface(std::move(_view))
{
    Q_ASSERT(userInterface);

    players.push_back(std::make_unique<Player>("Player 1"));
    players.push_back(std::make_unique<Player>("Player 2"));

    auto v = userInterface.get();

    // connect View to Presenter
    connect(v, SIGNAL(New_game(int)), this, SLOT(new_game(int)));
    connect(v, SIGNAL(Save_game(std::string)), this, SLOT(save_game(std::string)));
    connect(v, SIGNAL(Load_game(std::string)), this, SLOT(load_game(std::string)));
    connect(v, SIGNAL(Host_game(std::string)), this, SLOT(host_game(std::string)));
    connect(v, SIGNAL(Join_game(std::string)), this, SLOT(join_game(std::string)));
    connect(v, SIGNAL(Leave()), this, SLOT(leave()));
    connect(v, SIGNAL(Put_stone(int,int)), this, SLOT(put_stone(int,int)));
    connect(v, SIGNAL(Rotate(IView::quadrant,IView::turn)), this, SLOT(rotate(IView::quadrant,IView::turn)));

    // connect Presenter to View
    connect(this, SIGNAL(draw_stone(int,int,IView::color)),v,SLOT(Draw_stone(int,int,IView::color)));
    connect(this, SIGNAL(set_control_settings(IView::control_setting)),v,SLOT(Set_control_settings(IView::control_setting)));
    connect(this, SIGNAL(message(string)), v, SLOT(Show_message(string)));
}
Ejemplo n.º 6
0
void		window(char *file)
{
	int	loop;
	unsigned int	framelimit;

	framelimit = 0;
	loop = 0;
	game.file = file;
	if (init_all() == 0 && game.map != NULL)
	{
		load_audio();
		//load_intro();
		while (loop == 0)
		{
			loop = get_input_menu();
			load_menu();
			while (loop == 1)
			{
				loop = get_input_game();
				load_game();
				framelimit = delay(framelimit);
			}
			framelimit = delay(framelimit);
		}
	}
	exit_game();
}
Ejemplo n.º 7
0
static void load_game_menu_cb(void)
{
	GtkWidget *dialog;

	dialog = gtk_file_chooser_dialog_new(
						    /* Dialog caption */
						    _("Open Game"),
						    GTK_WINDOW(toplevel),
						    GTK_FILE_CHOOSER_ACTION_OPEN,
						    GTK_STOCK_CANCEL,
						    GTK_RESPONSE_CANCEL,
						    GTK_STOCK_OPEN,
						    GTK_RESPONSE_OK, NULL);
	gtk_file_chooser_set_filename(GTK_FILE_CHOOSER(dialog),
				      default_game);
	if (gtk_dialog_run(GTK_DIALOG(dialog)) == GTK_RESPONSE_OK) {
		char *file;
		file =
		    gtk_file_chooser_get_filename(GTK_FILE_CHOOSER
						  (dialog));
		load_game(file, TRUE);
		g_free(file);
		scale_map(gmap);
		guimap_display(gmap);
	}
	gtk_widget_destroy(dialog);
}
Ejemplo n.º 8
0
int save_load_interface(int which) { // use the CHOICE_ defines
    int outcome=1;
    char temp[80];
    
    if (which == CHOICE_SAVE) {
        outcome = save_game (&gs);
        if (outcome == 1) sprintf(temp,"Saving FAILED."); else sprintf(temp,"Saving successful!");
    } else if (which == CHOICE_LOAD) {
        outcome = load_game (&gs);
        if (outcome == 1) sprintf(temp,"Loading FAILED."); else sprintf(temp,"Loading successful!");
    } else {
        // what the shit?
    }
    
    bool done = false;
    while (!done) {
        
        SDL_Event event;
        while (SDL_PollEvent(&event))
        {
            // check for messages
            switch (event.type)
            {
                // exit if the window is closed
            case SDL_QUIT:
                done = true;
                break;

                // check for keypresses
            case SDL_KEYDOWN:
                {
                    if (event.key.keysym.sym == SDLK_RETURN) {
                        if (outcome == 0)
                            return CODE_MAIN_GAME_INTERFACE;
                        else
                            if (which == CHOICE_SAVE) return CODE_MAIN_GAME_INTERFACE;
                            else if (which == CHOICE_LOAD) return CODE_MAIN_MENU;
                            else { /* what the shit man */  }
                    }
                }
            } // end switch
        } // end of message processing
        
        print_full_picture(BITMAPS[IMG_FULL_SAVELOAD]);
        if (which == CHOICE_SAVE) put_text_at(-1,300,"SAVING...");
        else if (which == CHOICE_LOAD) put_text_at(-1,300,"LOADING...");
        
        put_text_at(-1,400,temp);
        
        put_text_at(-1,500,"Press ENTER to continue.");
        
        SDL_Flip(MAIN_SCREEN);
        SDL_Delay(100);
    }
    
    
    return 0;
}
Ejemplo n.º 9
0
/**
 * Handles save of current game to selected file,
 * denoted by the i of the given file_btn
 */
int on_select_load_file(Control* file_btn) {
	game = load_game(file_btn->i);
	if (game == NULL ) {
		//TODO no saved game - error dialog?
		return 0;
	}
	return !show_player_select(get_root(file_btn), empty_select,
			on_select_player, on_cancel);
}
void templateAppInit(int width, int height)
{
    GFX_start();
    glViewport(0.0f, 0.0f, width, height);
    GFX_set_matrix_mode(PROJECTION_MATRIX);
    GFX_load_identity();
    GFX_set_orthographic((float)height / (float)width, 15.0f, (float)width / (float)height, 1.0f, 100.0f, -90.0f);
    load_game();
}
Ejemplo n.º 11
0
static void select_click_handler(ClickRecognizerRef recognizer, void *context) {
  if (!playing && lost) {
    restart_after_loss();
    return;
  }

  if (!playing && !lost && (load_choice < 2)) {
    setup_game();
    if (can_load && (load_choice == 1)) {
      load_game();
    }
    if (!s_timer) {
      drop_block();
      s_timer = app_timer_register(tick_time, game_tick, NULL);
    }
    return;
  }

  if (!playing && (load_choice == 2)) { // kamotswolf - had to modify several things in here to add new option
    option_shadows_buffer = !option_shadows_buffer;
    persist_write_bool(OPTION_SHADOWS_KEY, option_shadows_buffer);
    if(option_shadows_buffer) {
      text_layer_set_text(option_shadows_layer, "Drop Shadows ON");
    }
    else {
      text_layer_set_text(option_shadows_layer, "Drop Shadows OFF");
    }
    //layer_mark_dirty(s_title_pane_layer);
    return;
  }
  
  if (paused) {
    paused = false;
    s_timer = app_timer_register(tick_time, game_tick, NULL);
    layer_remove_from_parent(text_layer_get_layer(paused_label_layer));
    return;
  }

  if (blockType == -1) { return; }
  GPoint newPos[4];
  rotate_block(newPos, block, blockType, rotation);

  bool should_rotate = true;
  for (int i=0; i<4; i++) {
    if (newPos[i].x < 0 || newPos[i].x > 9) { should_rotate = false; }
    if (newPos[i].y < 0 || newPos[i].y > 19) { should_rotate = false; }
    if (grid[newPos[i].x][newPos[i].y]) { should_rotate = false; }
  }
  if (!should_rotate) { return; }

  for (int i=0; i<4; i++) {
    block[i] = newPos[i];
  }
  rotation = (rotation + 1) % 4;
  layer_mark_dirty(s_left_pane_layer);
}
Ejemplo n.º 12
0
//on slot click load the game or save it 
static void on_slot_click(gui_control* target, gui_control* window, gui_size x, gui_size y) {
    int slot = target->state.istate;
    int mode = target->parent->state.istate;
    gui_child_pop(window);

    if (mode == LOAD_MODE)
        load_game(window, slot);
    else if (mode == SAVE_MODE)
        save_game(window, slot);
}
Ejemplo n.º 13
0
static void	valid_key(t_event *e)
{
    if (e->menu_select == 0)
        load_game(e);
    else if (e->menu_select == 1)
    {
        e->menu_select = 0;
        e->menu = TEXTURE_EDITOR;
    }
    else
        wolf_exit(e);
}
Ejemplo n.º 14
0
void templateAppInit( int width, int height ) {

	atexit( templateAppExit );

	GFX_start();

	glViewport( 0.0f, 0.0f, width, height );
	
	glGetIntegerv( GL_VIEWPORT, viewport_matrix );

	load_game();
}
Ejemplo n.º 15
0
void					MyGame::menu_first_(void)
{
  if (input_.isKeyDown(gdl::Keys::Return) == true && this->key_ == false)
    {
      switch (this->items_.update(0, this->posMenu_.what_))
	{
	case OPTION_ONE:
	  {
	    this->posMenu_.what_ = MENU_MAP;
	    this->posMenu_.who_ = OPTION_ONE;
	    this->items_.update(this->posMenu_.who_);
	    break;
	  }
	case OPTION_TWO:
	  {
	    if (this->items_.isNewGame() == false)
	      {
		this->camera_.reset_cam_game(this->options_->getXMap(), this->options_->getYMap());
		this->posMenu_.where_ = GAME;
		this->panel_.initialize(this->options_->getXMap(), -this->options_->getYMap(), 0);
	      }
	    break;
	  }
	case OPTION_THR:
	  {
	    if (load_game() == true)
	      {
		music_->playSong("gameS");
		this->camera_.reset_cam_game(this->options_->getXMap(), this->options_->getYMap());
		this->posMenu_.where_ = GAME;
		this->panel_.initialize(this->options_->getXMap(), -this->options_->getYMap(), 0);
		this->items_.setNewGame(false);
	      }
	    break;
	  }
	case OPTION_FOU:
	  {
	    this->posMenu_.what_ = MENU_OPTGEN;
	    this->posMenu_.who_ = OPTION_ONE;
	    this->items_.update(this->posMenu_.who_);
	    break;
	  }
	case MAX_MENU:
	  {
	    save_game();
	    this->window_.close();
	    break;
	  }
	}
    }
}
Ejemplo n.º 16
0
void gui_load_game(struct GuiButton *gbtn)
{
  struct PlayerInfo *player;
  player=get_my_player();
  if (!load_game(gbtn->field_1B))
  {
      ERRORLOG("Loading game %d failed; quitting.",(int)gbtn->field_1B);
      // Even on quit, we still should unpause the game
      set_players_packet_action(player, PckA_TogglePause, 0, 0, 0, 0);
      quit_game = 1;
      return;
  }
  set_players_packet_action(player, PckA_TogglePause, 0, 0, 0, 0);
}
Ejemplo n.º 17
0
void Gamebuino::changeGame(){
	display.clear();
	display.print("LOADING...");
	display.update();
	load_game(loader);
	display.persistance = false;
	while(1){
		if(update()){
			display.println("\nNo SD card or\nno LOADER.HEX\n\nA:Exit");
			if(buttons.pressed(BTN_A))
				break;
		}
	}
}
Ejemplo n.º 18
0
enum plugin_status plugin_start (const void *parameter)
{

    (void) parameter;

    rb->srand (*rb->current_tick);

    /* Load HighScore if any */
    highscore_load(SCORE_FILE, highscores, NUM_SCORES);

#if LCD_DEPTH > 1
    rb->lcd_set_backdrop(NULL);
#endif

#ifdef HAVE_LCD_BITMAP
    rb->lcd_setfont (FONT_SYSFIXED);
#else
    if (!pgfx_init(4, 2))
    {
        rb->splash(HZ*2, "Old LCD :(");
        return PLUGIN_OK;
    }
#endif
    /* Turn off backlight timeout */
    backlight_ignore_timeout();
    load_game();
    resume_file = resume;
    while(!rockblox_loop()) {
        if(!resume) {
            int position = highscore_update(rockblox_status.score,
                                            rockblox_status.level, "",
                                            highscores, NUM_SCORES);
            if (position != -1) {
                if (position == 0)
                    rb->splash(HZ*2, "New High Score");
                highscore_show(position, highscores, NUM_SCORES, true);
            }
        }
    }

#ifndef HAVE_LCD_BITMAP
    pgfx_release();
#endif
    /* Save user's HighScore */
    highscore_save(SCORE_FILE, highscores, NUM_SCORES);
    backlight_use_settings();

    return PLUGIN_OK;
}
Ejemplo n.º 19
0
int main(int argc, char **argv)
{
    if (argc < 2) {
        printf("You must load a game. Exiting\n");
        return 1;
    }
    initialize_chip();
    int load_status = load_game(argv[1]);
    if (load_status != 1) {
        printf("Could not load game: %s. Exiting\n", argv[1]);
        return 1;
    }
    printf("Game loaded!\n");
    return 0;
}
Ejemplo n.º 20
0
bool retro_load_game(const struct retro_game_info *info)
{
   enum retro_pixel_format fmt = RETRO_PIXEL_FORMAT_XRGB8888;
   if (!environ_cb(RETRO_ENVIRONMENT_SET_PIXEL_FORMAT, &fmt))
      return false;

   struct retro_frame_time_callback frame_cb = { frame_time_cb, 1000000 / 60 };
   frame_cb.callback(frame_cb.reference);
   environ_cb(RETRO_ENVIRONMENT_SET_FRAME_TIME_CALLBACK, &frame_cb);

   load_game();

   (void)info;
   return true;
}
Ejemplo n.º 21
0
int loadgame_dialog ()
{
	char home[MAX_PATH], path[MAX_PATH];
	int rc, slot = 0;
	int hm, vm, hp, vp;			/* box margins */
	int w;

	hm = 2; vm = 3;
	hp = hm * CHAR_COLS; vp = vm * CHAR_LINES;
	w = (40 - 2 * hm) - 1;

	if (get_app_dir (home, MAX_PATH) < 0) {
		message_box ("Error loading game.");
		return err_BadFileOpen;
	}

	sprintf (path, "%s/" DATA_DIR "/%05X.%s/", home, game.crc, game.id);

	erase_both();
	stop_sound();

	draw_window (hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp);
	print_text ("Select a game which you wish to\nrestore:",
		0, hm + 1, vm + 1, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
	print_text ("Press ENTER to select, ESC cancels",
		0, hm + 1, vm + 17, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);

	slot = select_slot (path);

	if (slot < 0) {
		message_box ("Game NOT restored.");
		return err_OK;
	}

	sprintf(path, "%s/" DATA_DIR "/%05X.%s/%08d.sav",
		home, game.crc, game.id, slot);

	if ((rc = load_game (path)) == err_OK) {
		message_box ("Game restored.");
		game.exit_all_logics = 1;
		menu_enable_all();
	} else {
		message_box ("Error restoring game.");
	}

	return rc;
}
Ejemplo n.º 22
0
int main(int argc, char *argv[])
{

	initial();

	if (!strcmp (argv[1], "-r"))
		load_game (argv[2]);

	gameloop();

	v_reset_mode();
	m_hide();
	m_close();

	save_game (GAMEFILE);

}
Ejemplo n.º 23
0
bool retro_load_game(const struct retro_game_info *game)
{
   enum retro_pixel_format fmt = RETRO_PIXEL_FORMAT_XRGB8888;
   if (!environ_cb(RETRO_ENVIRONMENT_SET_PIXEL_FORMAT, &fmt))
      return false;

   struct retro_frame_time_callback frame_cb = { frame_time_cb, 1000000 / 60 };
   frame_cb.callback(frame_cb.reference);
   environ_cb(RETRO_ENVIRONMENT_SET_FRAME_TIME_CALLBACK, &frame_cb);

   struct retro_audio_callback audio_cb = { emit_audio, audio_set_state };
   use_audio_cb = environ_cb(RETRO_ENVIRONMENT_SET_AUDIO_CALLBACK, &audio_cb);

   load_game();

   return true;
}
Ejemplo n.º 24
0
void start_game_load_savegame_on_startup()
{
    if (loadSaveGameOnStartup != NULL)
    {
        int saveGameNumber = 1000;
        const char *sgName = strstr(loadSaveGameOnStartup, "agssave.");
        if (sgName != NULL)
        {
            sscanf(sgName, "agssave.%03d", &saveGameNumber);
        }
        current_fade_out_effect();
        int loadGameErrorCode = load_game(loadSaveGameOnStartup, saveGameNumber);
        if (loadGameErrorCode)
        {
            quitprintf("Unable to resume the save game. Try starting the game over. (Error: %s)", load_game_errors[-loadGameErrorCode]);
        }
    }
}
Ejemplo n.º 25
0
// 下一手棋
void play()
{

	int ret;
	int ply, turn, time_limit;
	int chsbrd[BOARD_SIZE];
	int score;
	int r, move_type;
	int MaxDepth;
	clock_t t;
	printf("inputting board\n");
	ret = load_game("board.txt", piece_num, chsbrd, &turn, &time_limit);
	transform_board(board, chsbrd);
	dark_num = get_dark_num(board);
	red_num = get_piece_num(RED, piece_num);
	black_num = get_piece_num(BLACK, piece_num);
	best_src = 0;
	best_dest = 0;
	if(dark_num == PIECE_NUM)
		move_type = REVEAL_PIECE;
	else
		move_type = MOVE_PIECE;

	if(move_type == MOVE_PIECE){
		printf("searching\n");
		clock_limit = clock() + time_limit * CLK_TCK;
		if(time_limit < 20)
			max_depth = 6;
		else
			max_depth = (int) (log(time_limit / 20) / log(3)) * 2 + 6;
		score = search(board, piece_num, dark_num, red_num, black_num, turn, 1, max_depth, clock_limit);
	}
	move_type = (best_dest == -1) ? 1 : 0;
	if(best_src == 0){
		move_type = REVEAL_PIECE;
		printf("revealing\n");
		reveal(board);
	}
	best_src = translate_position(board, best_src);
	best_dest = translate_position(board, best_dest);
	printf("outputing\n\n");
	output_move("move.txt", move_type, best_src, best_dest, score);
}
Ejemplo n.º 26
0
void load( void )
{
Playsound(18,22050,0,0,0);
        choice_start();
        "&savegameinfo"
        "&savegameinfo"
        "&savegameinfo"
        "&savegameinfo" 
        "&savegameinfo" 
        "&savegameinfo" 
        "&savegameinfo" 
        "&savegameinfo" 
        "&savegameinfo" 
        "&savegameinfo" 
        choice_end();

int &mycrap = game_exist(&result);
if (&mycrap == 0)
    goto again;
    sp_brain(1, 1);
    sp_nohit(1, 0);

    stopmidi();
    script_attach(1000);
   //script now can't die when the load is preformed..
init("load_sequence_now graphics\dink\walk\ds-w1- 71 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w2- 72 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w3- 73 43 38 72 -14 -9 14 9");
init("load_sequence_now graphics\dink\walk\ds-w4- 74 43 38 72 -12 -9 12 9");

init("load_sequence_now graphics\dink\walk\ds-w6- 76 43 38 72 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w7- 77 43 38 72 -12 -10 12 10");
init("load_sequence_now graphics\dink\walk\ds-w8- 78 43 37 69 -13 -9 13 9");
init("load_sequence_now graphics\dink\walk\ds-w9- 79 43 38 72 -14 -9 14 9");

init("load_sequence_now graphics\dink\idle\ds-i2- 12 250 33 70 -12 -9 12 9");
init("load_sequence_now graphics\dink\idle\ds-i4- 14 250 30 71 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i6- 16 250 36 70 -11 -9 11 9");
init("load_sequence_now graphics\dink\idle\ds-i8- 18 250 32 68 -12 -9 12 9");

   load_game(&result);
//loading a game kills ALL tasks
}
Ejemplo n.º 27
0
int loadgame_simple ()
{
	char home[MAX_PATH], path[MAX_PATH];
	int rc = 0;
        printf("here?\n");

#ifdef DREAMCAST
	uint8 addr, port, unit;

	addr = maple_first_vmu();
	if (addr) {
		maple_create_port (addr, &port, &unit);
		sprintf (g_vmu_port, "%c%d", port + 'a', unit);
	} else {
		message_box("No VMU found.");
		return err_OK;
	}

	sprintf(path, VMU_PATH, g_vmu_port, game.id, slot);
#else	
	if (get_app_dir (home, MAX_PATH) < 0) {
		message_box ("Error loading game.");
		return err_BadFileOpen;
	}

	sprintf(path, "%s/" DATA_DIR "/%05X.%s/%08d.sav",
		home, game.crc, game.id, 0);
#endif

	erase_both();
	stop_sound();
	close_window();

	if ((rc = load_game (path)) == err_OK) {
		message_box ("Game restored.");
		game.exit_all_logics = 1;
		menu_enable_all();
	} else {
		message_box ("Error restoring game.");
	}

	return rc;
}
Ejemplo n.º 28
0
void key_pressed(GLFWwindow* w, int key, int scancode, int action, int mods) {
	game_t* g = (game_t*)glfwGetWindowUserPointer(w);

	game_event_t ev = {0};
	ev.type = EVENT_KEY;
	ev.keyPressed = (action == GLFW_PRESS || action == GLFW_REPEAT);

	if(key == GLFW_KEY_ESCAPE) {
		glfwSetWindowShouldClose(w, true);
		return;
	}
	else if(key == GLFW_KEY_R && action == GLFW_RELEASE) {

		g->lastLoaded = 0;
		memset(g->c.storage, g->c.size, 0);

		if(!load_game(g)) {
			glfwSetWindowShouldClose(w, true);
			return;
		}

		g->init(&g->c, g->width, g->height);
		return;
	}
	else if(key == GLFW_KEY_W) { // QWERTY !!
		ev.keyAction = DIRECTION_UP;
	}
	else if(key == GLFW_KEY_D) {
		ev.keyAction = DIRECTION_RIGHT;
	}
	else if(key == GLFW_KEY_S) {
		ev.keyAction = DIRECTION_DOWN;
	}
	else if(key == GLFW_KEY_A) {
		ev.keyAction = DIRECTION_LEFT;
	}
	else {
		return;
	}

	g->event(&g->c, ev);
}
Ejemplo n.º 29
0
void click ()
{
	int game = choice ("&savegameinfo;",
		"&savegameinfo;",
		"&savegameinfo;",
		"&savegameinfo;",
		"&savegameinfo;",
		"&savegameinfo;",
		"&savegameinfo;",
		"&savegameinfo;",
		"&savegameinfo;",
		"&savegameinfo;",
		"Nevermind");
	if (game == 11 || !game_exist (game))
		return;
	stopmidi ();
	stopcd ();
	load_game (game);
	kill_this_task ();
}
Ejemplo n.º 30
0
Archivo: main.c Proyecto: Zleub/IDLE
void	menu(void)
{
	int 	enter;

	write(1, "Bonjour, veuillez choisir une option\n", 38);
	write(1, "(N)ew game\n", 12);
	write(1, "(L)oad game\n", 13);
	write(1, "(R)egles\n", 9);
	write(1, "(E)xit\n", 8);
	enter = fgetc(fdopen(0, "r"));
	if (enter == 'N' || enter == 'n')
		new_game();
	if (enter == 'L' || enter == 'l')
		load_game();
//	if (enter == 'R' || enter == 'r')
//		write_file("");
	if (enter == 'E' || enter == 'e')
		return ;
	write(1, "\n", 1);
	menu();
}