Example #1
0
void next_music()
{
  switch(music_mode)
  {
    case SINGLE:{
                  draw_music_state(255, 255, 255);
                  music_state = ISPLAY;
                  draw_music_state(0, 0, 0);
                  SdPlay.play();
                  break;
                }
    case ORDER: {
                  music_offset++;
                  if(music_offset >= music_amount)
                    music_offset = 0;
                  find_next_music(music_amount, music_offset);
                  change_music(music_name);
                  break;
                }
    case RANDOM:{
                  music_offset = random(music_amount);
                  find_next_music(music_amount, music_offset);
                  change_music(music_name);
                  break;
                }
  }
}
Example #2
0
void	sampler_keys(t_data *data, t_bunny_keysym keysym)
{
  if (keysym == BKS_P)
    change_music(data->samples, &data->curmusic,
		 &data->change, 1);
  if (keysym == BKS_M)
    change_music(data->samples, &data->curmusic,
		 &data->change, -1);
  if (keysym == BKS_O)
    data->samples[data->curmusic]->sinus =
      (data->samples[data->curmusic]->sinus) ? 0 : 1;
}
Example #3
0
void change_next_music(int change)
{
  SdPlay.stop();
  draw_music_state(255, 255, 255);
  music_state = ISSTOP;
  draw_music_state(0, 0, 0);
  music_offset += change;
  if(music_offset < 0)
  {
    music_offset = 0;
    draw_music_state(255, 255, 255);
    music_state = ISPLAY;
    draw_music_state(0, 0, 0);
    SdPlay.play();
    delay(200);
  }
  else if(music_offset >= music_amount)
  {
    music_offset = music_amount - 1;
    draw_music_state(255, 255, 255);
    music_state = ISPLAY;
    draw_music_state(0, 0, 0);
    SdPlay.play();
    delay(200);
  }
  else
  {
    find_next_music(music_amount, music_offset);
    change_music(music_name);
  }
}
Example #4
0
int main(int argc, char **argv)
{
	//puzzletube setup
	srand(time(NULL));
	settings_load();
	highscore_load();
	
	//Language setup
	spReadPossibleLanguages("./translations/languages.txt");
	spBundlePointer translation = spLoadBundle("./translations/translations.txt",1);
	/* //counting all hashes:
	spTextPointer mom = translation->firstText;
	int mesh[257];
	memset(mesh,0,257*4);
	int count = 0;
	while (mom)
	{
		if (mom->hash >= 0 && mom->hash < 256)
		{
			mesh[mom->hash]++;
		}
		else
			mesh[256]++;
		count++;
		mom = mom->next;
	}
	int i,j;
	for (i = 0; i < 16; i++)
	{
		for (j = 0; j < 16; j++)
		{
			printf(" %3i",mesh[i+j*16]);
		}
		printf("\n");
	}
	printf("Invalid hash: %i\n",mesh[256]);
	printf("Total hash: %i\n",count);*/
	settings_set_translation(translation);

	//sparrow3D Init
	//spSetDefaultWindowSize( 800, 480 );
	spInitCore();
	spInitNet();
	spSetAffineTextureHack(0); //We don't need it :)
	spInitMath();
	
	//Setup
	screen = spCreateDefaultWindow();
	resize(screen->w,screen->h);
	
	run_splashscreen(resize);
	spSetCulling(0);
	init_music();
	prepare_game_objects(1);
	change_music("Midnight Mediation","Nick May");
	highscore_save();
	init_c4a();
	run_menu(resize);
	quit_c4a();
	delete_game_objects();
	spDeleteBundle(translation,0);
	spFontDelete(font);
	spFontDelete(small_font);
	spFontDelete(middle_font);
	quit_music();
	spQuitNet();
	spQuitCore();
	return 0;
}