/** * init_client(void) * * @brief Initializes client * @param void * @return void */ void init_client(void) { printf("Initializing Data. \n"); check_dir(LOG_PATH); check_tiles(); check_sprites(); check_items(); check_spells(); init_items(); _sleep(100); init_maps(); init_npcs(); init_shops(); init_spells(); init_players(); printf("Data Initialized. \n"); }
int run_game_loop(GameState * state) { int done = 0; int i = 0; /* Initialise gui */ init_gui(SCREEN_WIDTH,SCREEN_HEIGHT); /* Load resources */ init_sprite_cache(); render_world_to_sprite(&state->world); update_hud( &state->hud, &state->score, &state->mana, &state->money, &state->world.castle->castle.health, &state->wave.wave_number, &state->play); /* Initialise game loop */ init_game_loop(FPS); while (!done) { /* Get events */ Event ev; wait_for_event(&ev); /* Event handlers */ switch (ev.type) { case EVENT_TIMER: state->redraw = 1; if (!state->game_over) { if (*state->hud.play) { check_spells(state); check_enemy_wave(state); update_movement(state); do_tower_attacks(state); } } break; case EVENT_MOUSE_MOVE: mouse_move(&ev.mouseMoveEvent, state); break; case EVENT_MOUSE_DOWN: mouse_down(&ev.mouseDownEvent, state); break; case EVENT_MOUSE_UP: mouse_up(&ev.mouseUpEvent, state); break; case EVENT_DISPLAY_CLOSE: done = 1; break; } /* Render only on timer event AND if all movement and logic was processed */ if (state->redraw && all_events_processed()) { render_game(state); } } /* Cleanup */ cleanup_game_loop(); cleanup_sprite_cache(); return 0; }