void Creators() { system("cls"); int c = 0; HANDLE consoleHandle = 0; consoleHandle = GetStdHandle(STD_OUTPUT_HANDLE); SetConsoleTextAttribute(consoleHandle, 11); printf("\n%s", CREATORS_TITLE); SetConsoleTextAttribute(consoleHandle, 7); printf("\n\n1) Borodachov Svyatoslav - Hero movement algorithm"); printf("\n2) Konnov Ilya - Game menu, english adaptation "); printf("\n3) Kotseruba Evgeny - Level design and loading"); printf("\n4) Nikulin Alexey - Keyboard control, tests and makefile"); printf("\n5) Ponomarenko Ilya - Rendering levels, documentation and presentation"); printf("\n\nPress 'Escape' to back on menu "); do { c = getch(); } while(c != 27); if (c == 27) GameMenu(); }
void Game::GameLoop() { while(running) { switch(game_status) { case MENU: GameMenu(); break; case EDITOR: GameEditor(); break; } } }
int main( void ) { int menuoption; // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); exit( EXIT_FAILURE ); } // Open OpenGL window if( !glfwCreateWindow( WIDTH, HEIGHT, 0,0,0,0, 16,0, GLFW_FULLSCREEN ) ) { fprintf( stderr, "Failed to open GLFW window\n" ); glfwTerminate(); exit( EXIT_FAILURE ); } glfwSwapInterval( 1 ); // Load all textures if( !LoadTextures() ) { glfwTerminate(); exit( EXIT_FAILURE ); } // Main loop do { // Get menu option menuoption = GameMenu(); // If the user wants to play, let him... if( menuoption == MENU_PLAY ) { GameLoop(); } } while( menuoption != MENU_QUIT ); // Unload all textures if( glfwGetWindowParam( GLFW_OPENED ) ) { glDeleteTextures( NUM_TEXTURES, tex_id ); } // Terminate GLFW glfwTerminate(); exit( EXIT_SUCCESS ); }
int main( void ) { int menuoption; // Initialize GLFW if( !glfwInit() ) { exit( 0 ); } // Open OpenGL window if( !glfwOpenWindow( WIDTH, HEIGHT, 0,0,0,0, 16,0, GLFW_FULLSCREEN ) ) { glfwTerminate(); exit( 0 ); } // Load all textures LoadTextures(); // Main loop do { // Get menu option menuoption = GameMenu(); // If the user wants to play, let him... if( menuoption == MENU_PLAY ) { GameLoop(); } } while( menuoption != MENU_QUIT ); // Unload all textures if( glfwGetWindowParam( GLFW_OPENED ) ) { glDeleteTextures( NUM_TEXTURES, tex_id ); } // Terminate GLFW glfwTerminate(); return 0; }
void Game::GameLoop() { while(running) { switch(game_status) { case MENU: GameMenu(); break; case EDITOR: GameEditor(); break; case GAMEPLAY: GamePlay(); break; case MAPCHOOSE: MapChoose(); break; } } }
void mainmenu (int selectedMenu) { int quit = 0; int ret; // disable game-specific menu items if a ROM isn't loaded if ( ARAM_ROMSIZE == 0 ) menuitems[3][0] = '\0'; else sprintf (menuitems[3], "Game Menu"); VIDEO_WaitVSync (); while (quit == 0) { if(selectedMenu >= 0) { ret = selectedMenu; selectedMenu = -1; // default back to main menu } else { ret = RunMenu (menuitems, menucount, (char*)"Main Menu"); } switch (ret) { case 0: // Load ROM Menu quit = LoadManager (); break; case 1: // Configure Controllers ConfigureControllers (); break; case 2: // Preferences PreferencesMenu (); break; case 3: // Game Options quit = GameMenu (); break; case 4: // Credits Credits (); WaitButtonA (); break; case 5: // Reset the Gamecube/Wii Reboot(); break; case 6: // Exit to Loader #ifdef HW_RVL #ifdef WII_DVD DI_Close(); #endif exit(0); #else // gamecube if (psoid[0] == PSOSDLOADID) PSOReload (); #endif break; case -1: // Button B // Return to Game quit = 1; break; } } /*** Remove any still held buttons ***/ #ifdef HW_RVL while( PAD_ButtonsHeld(0) || WPAD_ButtonsHeld(0) ) VIDEO_WaitVSync(); #else while( PAD_ButtonsHeld(0) ) VIDEO_WaitVSync(); #endif }
void MainMenu (int selectedMenu) { tb_t start,end; mftb(&start); int quit = 0; int ret; #ifdef HW_RVL // don't show dvd motor off on the wii menuitems[5][0] = 0; // rename reset/exit items sprintf (menuitems[6], "Return to Wii Menu"); sprintf (menuitems[7], "Return to Homebrew Channel"); #endif // disable game-specific menu items if a ROM isn't loaded if (!ROMLoaded) menuitems[3][0] = '\0'; else sprintf (menuitems[3], "Game Menu"); VIDEO_WaitVSync (); while (quit == 0) { if(selectedMenu >= 0) { ret = selectedMenu; selectedMenu = -1; // default back to main menu } else { ret = RunMenu (menuitems, menucount, (char*)"Main Menu"); } switch (ret) { case 0: // Load ROM Menu quit = LoadManager (); break; case 1: // Configure Controllers ConfigureControllers (); break; case 2: // Preferences PreferencesMenu (); break; case 3: // Game Options quit = GameMenu (); break; case 4: // Credits Credits (); WaitButtonA (); break; case 5: // turn the dvd motor off (GC only) #ifdef HW_DOL dvd_motor_off (); #endif case 6: // Reset the Gamecube/Wii Reboot(); break; case 7: ExitToLoader(); break; case -1: // Button B // Return to Game if(ROMLoaded) quit = 1; break; } } // Wait for buttons to be released int count = 0; // how long we've been waiting for the user to release the button while(count < 50 && ( PAD_ButtonsHeld(0) #ifdef HW_RVL || WPAD_ButtonsHeld(0) #endif )) { VIDEO_WaitVSync(); count++; } mftb(&end); loadtimeradjust += tb_diff_msec(&end, &start); }
void Info() { system("cls"); int c = 0; HANDLE consoleHandle = 0; consoleHandle = GetStdHandle(STD_OUTPUT_HANDLE); SetConsoleTextAttribute(consoleHandle, 9); printf("\n%s", GAME_MODE); SetConsoleTextAttribute(consoleHandle, 7); printf("\n\n1) Classic Mode"); printf("\n2) Escape Mode"); printf("\n\nPress 'Escape' to back on menu "); do { c = getch(); } while ((c != 27) && (c != '1') && (c != '2')); if (c == 27) GameMenu(); switch(c) { case '1': { int d = 0; system("cls"); HANDLE consoleHandle = 0; consoleHandle = GetStdHandle(STD_OUTPUT_HANDLE); SetConsoleTextAttribute(consoleHandle, 14); printf("\n%s", Classic_Mode); printf("\nClassic Mode - "); SetConsoleTextAttribute(consoleHandle, 7); printf("%s", Classic_Mode_is); printf("\n\nPress 'Escape' to come back"); do { d = getch(); } while(d != 27); if( d == 27) Info(); break; } case '2': { int d = 0; system("cls"); HANDLE consoleHandle = 0; consoleHandle = GetStdHandle(STD_OUTPUT_HANDLE); SetConsoleTextAttribute(consoleHandle, 14); printf("\n%s", Escape_Mode); printf("\nEscape Mode - "); SetConsoleTextAttribute(consoleHandle, 7); printf("%s", Escape_Mode_is); printf("\n\nPress 'Escape' to come back"); do { d = getch(); } while(d != 27); if( d == 27) Info(); break; } case 27: { GameMenu(); break; } } }