static int test_BMP_stress(void) { return save_load(BMP, 2000, 2000); }
int main() { // randomize srand(time(NULL)); // make sure game resets at the beginning int restart = 1; // initialize values int x, y, endX, endY; int map[mapX][mapY] = {0}; // display title screen title_screen(); // wait for user to press the key int h; h = getch(); // get console data struct winsize max; ioctl(0, TIOCGWINSZ , &max); // if key is l, load game state if (h==108) { save_load(&map,&x,&y,&endX,&endY, A_LOAD); // load previous state restart = 0; // make sure game won't restart usleep(600000); // make sure user got time to read } int is_running = 1; // game loop while (is_running) { // check if player got to the end if (x == endX && y == endY) { finished_screen(max.ws_col-1, max.ws_row-1); restart = 1; // make sure game restarts } // if restart is set to 1, reset all values if (restart == 1) { x = 1; y = 1; hardcore_mapgen(&map, &endX, &endY); restart = 0; } // draw map on screen draw_map(&map,max.ws_col, max.ws_row, x, y, endX, endY); h = move(&map, &x, &y); switch (h) { case G_SAVE: save_load(&map,&x,&y,&endX,&endY, A_SAVE); break; case G_QUIT: is_running = 0; break; case G_RESET: restart = 1; break; case G_LOAD: save_load(&map,&x,&y,&endX,&endY, A_LOAD); break; } } return 0; }
static int test_BMP_Save_Load(void) { return save_load(BMP, 100, 100); }
static int test_JPG_stress(void) { return save_load(JPG, 2000, 2000); }
static int test_PNG_stress(void) { return save_load(PNG, 2000, 2000); }
static int test_JPG_Save_Load(void) { return save_load(JPG, 100, 100); }
static int test_PNG_Save_Load(void) { return save_load(PNG, 100, 100); }