void Console::keyPressEvent(QKeyEvent *event) { if (event->key() == Qt::Key_1) { createGame(GameSnake); return; } else if (event->key() == Qt::Key_2) { createGame(GameRaycasting); return; } else if (event->key() == Qt::Key_Escape) { closeGame(); return; } else if (event->key() == Qt::Key_Space) { m_isRunnig = !m_isRunnig; return; } if (m_game && m_isRunnig) m_game->keyPressEvent(convertQtKeyToGameKey(event->key())); }
void CreateGameTest() { GameProperties testGame; testGame = createGame(); sput_fail_if((createGame()) == NULL,"Creating Game"); sput_fail_unless(getAvailableMemory(testGame) == 0,"Initializing Memory"); sput_fail_unless(getWave(testGame) == 0,"Initializing WaveNo"); sput_fail_unless(getHealth(testGame) == 0,"Initializing Health"); free(testGame); }
/*teLevel *Initializes all data structures required for level */ void initLevel(int level) { createKeywordQueue(); switch(level) { case 0: readLevelSettingsFile(TUTORIAL_LEVEL); break; case 1: readLevelSettingsFile(HARD_LEVEL); break; case 2: readLevelSettingsFile(EASY_LEVEL); break; default: break; } createLevelPaths(); createTowerGroup(); createActionQueue(); createGame(); createLevelClocks(); createEnemyGroup(); createTowerPos(); initialQueueReader(); createProjectileList(); createExplosionList(); initialiseParser(); init_abilities(); destroyCommandList(); }
void AssassinWar::initGameSettingDlg() { m_pGameSettingDlg = new GameSettingDlg(this); m_pGameSettingDlg->initialize(); connect(m_pGameSettingDlg, SIGNAL(createGame()), this, SLOT(hostGame())); connect(m_pGameSettingDlg, SIGNAL(cancelCreateGame()), this, SLOT(showMainWin())); }
createInternetGameDialogImpl::createInternetGameDialogImpl(QWidget *parent, ConfigFile *c) : QDialog(parent), myConfig(c), currentGuestMode(false), currentPlayerName("") { #ifdef __APPLE__ setWindowModality(Qt::ApplicationModal); setWindowFlags(Qt::WindowSystemMenuHint | Qt::CustomizeWindowHint | Qt::Dialog); #endif setupUi(this); this->installEventFilter(this); comboBox_gameType->setItemData(0, GAME_TYPE_NORMAL, Qt::UserRole); comboBox_gameType->setItemData(1, GAME_TYPE_REGISTERED_ONLY, Qt::UserRole); comboBox_gameType->setItemData(2, GAME_TYPE_INVITE_ONLY, Qt::UserRole); comboBox_gameType->setItemData(3, GAME_TYPE_RANKING, Qt::UserRole); myChangeCompleteBlindsDialog = new changeCompleteBlindsDialogImpl; startBlind = new QLabel(tr("<i>First small blind: $%1</i>").arg(RANKING_GAME_START_SBLIND)); raiseMode = new QLabel(tr("<i>Double blinds every %1'th hand</i>").arg(RANKING_GAME_RAISE_EVERY_HAND)); startBlind->hide(); raiseMode->hide(); gridLayout1->addWidget(startBlind, 0, 0, 1, 1); gridLayout1->addWidget(raiseMode, 1, 0, 1, 1); connect( radioButton_changeBlindsSettings, SIGNAL( clicked(bool) ), this, SLOT( callChangeBlindsDialog(bool) ) ); #ifndef GUI_800x480 connect( pushButton_cancel, SIGNAL( clicked() ), this, SLOT( cancel() ) ); #endif connect( pushButton_createGame, SIGNAL( clicked() ), this, SLOT( createGame() ) ); connect( checkBox_Password, SIGNAL( toggled(bool) ), this, SLOT( clearGamePassword(bool)) ); connect( comboBox_gameType, SIGNAL(currentIndexChanged(int)), this, SLOT( gameTypeChanged() ) ); }
CreateGameScreen::CreateGameScreen(QWidget *parent) : QWidget(parent) { setWindowModality(Qt::ApplicationModal); _labelName.setText("Game name :"); _labelMap.setText("Map id :"); _labelPlayer.setText("Player number :"); _validButton.setText("Create"); _cancelButton.setText("Cancel"); _spinBoxMap.setMaximum(9); _spinBoxPlayer.setMaximum(4); _gridLayout.addWidget(&_labelName, 0, 0); _gridLayout.addWidget(&_lineEditName, 0, 1); _gridLayout.addWidget(&_labelMap, 1, 0); _gridLayout.addWidget(&_spinBoxMap, 1, 1); _gridLayout.addWidget(&_labelPlayer, 2, 0); _gridLayout.addWidget(&_spinBoxPlayer, 2, 1); _gridLayout.addWidget(&_validButton, 3, 0); _gridLayout.addWidget(&_cancelButton, 3, 1); setLayout(&_gridLayout); connect(&_validButton, SIGNAL(clicked()), this, SLOT(createGame())); connect(&_cancelButton, SIGNAL(clicked()), this, SLOT(giveUp())); connect(ListenServerSingleton::getInstance(), SIGNAL(gameCreation(bool)), this, SLOT(validGameCreation(bool))); }
void TestGetAvailableMemory() { GameProperties testGame; testGame = createGame(); testGame->totalMemory = 10; sput_fail_unless(getAvailableMemory(testGame) == 10,"Getting Memory"); free(testGame); }
int main(int argc ,char **argv){ SDL_Init(SDL_INIT_VIDEO); Window *frame = createWindow(SCREEN_WIDTH,SCREEN_HEIGHT,"Snakeing!"); Game *game = createGame(frame); SDL_Event event; int flag = 1 ; while (flag){ if ( !displayGame(game) ) { flag=0; break; } SDL_PollEvent(&event); SDL_Delay(80); if (event.type == SDL_QUIT){ flag = 0; break; } else if (event.type == SDL_KEYDOWN) { handleEvent(game,event); } } printf("Your Score is : %i\n",getGameScore(game)); destroyGame(game); game = NULL; destroyWindow(frame); frame = NULL; SDL_Quit(); return 0; }
void GameWidget::newGame() { for(int i=0;i<Max;i++) { for(int j=0;j<Max;j++) { map[i][j]->setVisible(false); map[i][j]->reBrothers(); map[i][j]->setInit(); } } for(int i=0;i<hCount;i++) { for(int j=0;j<wCount;j++) { map[i][j]->setVisible(true); connect(map[i][j],SIGNAL(start()),this,SLOT(createGame())); connect(map[i][j],SIGNAL(isOpen()),this,SLOT(openBlock())); connect(map[i][j],SIGNAL(isBoom()),this,SLOT(gameMiss())); connect(map[i][j],SIGNAL(isFlag()),this,SLOT(isFlag())); connect(map[i][j],SIGNAL(disFlag()),this,SLOT(disFlag())); map[i][j]->unLocked(); } } firstRun=1; emit mineSum(MineCount); }
void TestAddMemory() { GameProperties testGame; testGame = createGame(); addMemory(100); sput_fail_unless(getAvailableMemory() == 100,"Adding MEmory"); sput_fail_unless(addMemory(-100) == 0,"Adding Negative Memory"); free(testGame); }
/** * \fn int main(int argc, char* argv[]) * \brief Main function. * \param[in] argc Number of argument passed to the program. * \param[in] argv Arguments passed to the program. */ int main(int argc, char* argv[]) { unsigned int frameLimit; /*Create the Game structure*/ Game* game = createGame(); frameLimit = SDL_GetTicks()+16; /* initializes SDL */ initGame("MyLittleProject",game); /* initializes player */ initializePlayer(game->player); /* loads resources */ loadGame(game); /* Main loop */ while(game->go == 1) { /* reads input from keyboard */ getInput(game->input, game); /* checks if menu is used */ if(game->onMenu == 0) { /* updates game */ updatePlayer(game->player,game); updateObject(game); /* displays everything */ draw(game); } else { switch(game->menuType) { case START : updateStartMenu(game->input,game); drawStartMenu(game); // ya un bug ici ! break; case SELECT_LEVEL : updateSelectLevelMenu(game->input,game); drawSelectLevelMenu(game); } } /*set the framerate at 60 FPS*/ delay(frameLimit); frameLimit = SDL_GetTicks()+16; } /*free everything*/ destroyGame(game); return EXIT_SUCCESS; }
/** * Copy a Game * */ Game* copyGame(Game* game) { Game* copy = createGame(); copy->score = game->score; short i; for(i=0; i<T_HEIGHT; i++) copy->array[i] = game->array[i]; return copy; }
void TestUseMemory() { GameProperties testGame; testGame = createGame(); testGame->totalMemory = 100; useMemory(testGame,50); sput_fail_unless(getAvailableMemory() == 50,"Subtracting Memory"); sput_fail_unless(useMemory(testGame,100) == 0,"Subtracting too much Memory"); free(testGame); }
void testSetLastAction() { GameProperties newGame = createGame(); clock_t currTime = clock()/CLOCKS_PER_SEC; delayGame(2); sput_fail_unless(setlastAction(newGame) == (currTime + 2),"Setting Last Action to current time"); delayGame(2); sput_fail_unless(setlastAction(newGame) == (currTime + 4),"Setting Last Action to current time"); free(newGame->clock); free(newGame); }
void testlastAction() { GameProperties newGame = createGame(); delayGame(ACTIONCOOLDOWN); sput_fail_unless(lastAction(newGame) == 1,"Checking delay more than Cooldown returns true"); delayGame(ACTIONCOOLDOWN-1); sput_fail_unless(lastAction(newGame) == 0,"Checking delay less than Cooldown returns false"); free(newGame->clock); free(newGame); }
TEST_F(GameLogicTests, CreateStartTable8x8) { Array defaultArray = createArray8x8({{o, B, o, B, o, B, o, B} ,{B, o, B, o, B, o, B, o} ,{o, B, o, B, o, B, o, B} ,{o, o, o, o, o, o, o, o} ,{o, o, o, o, o, o, o, o} ,{W, o, W, o, W, o, W, o} ,{o, W, o, W, o, W, o, W} ,{W, o, W, o, W, o, W, o}}); EXPECT_NO_FATAL_FAILURE(createGame(std::move(defaultArray), PieceColor::White)); }
void GameScreen::initialise(){ glewInit(); m_delayTest = false; m_cam = new Camera(); m_cam->move()->setPos(0, 1, 0); m_turnTimer = new Timer(); m_gameTimer = new Timer(); m_endTurnTimer = new Timer(); m_largeFont = new BFont(m_hdc, "Courier", 50); m_skySphere = new Sphere(10); m_skySphere->setTexture("Images/sky_sunbeams1.bmp"); m_water = new Water("Images/water.bmp", 20, 30); m_quadTree = NULL; m_land = NULL; m_explo = NULL; m_curUnit = NULL; m_fired = m_hitTerrain = false; m_curTeam = 0; for (int i = 0; i < NBR_TEAMS; i++){ m_teams.push_back(new Team(i)); m_teams[i]->setCurrentUnit(0); Vector tCol = Vector(random::rnd.number(1.0f), random::rnd.number(1.0f), random::rnd.number(1.0f)); for (int j = 0; j < NBR_UNITS; j++){ Cube* temp; temp = new Cube(0.048f, tCol.x, tCol.y, tCol.z); char s[255]; sprintf_s(s, "Pete %i", i); m_teams[i]->addUnit(new Unit(s, temp, 100, 2.0f)); } } m_sEngine->play2D("Sounds/Electrodoodle.mp3", true); m_landCube = new Cube(0.05f, 0.0f, 0.8f, 0.25f); int gameType = rand() % 9; createGame(gameType); m_water->setPos(Vector(m_width / 2, 0 - m_landCube->getScale()/2, 0)); changeUnit(); }
void Server::start(unsigned short portConnection) { srand(time(NULL)); initializeNetwork(portConnection); while (true) { startChronoAndWait(); createGame(); sendGame(); startGame(); } }
Game* GameLoader::newGame() { QString filename = "data/main.xml"; QDomDocument document = load(filename); QDomElement node = document.documentElement(); Game* game = createGame(node); _paths.pop(); return game; }
/*---------- Test Functions ----------*/ void setUpTesting() { createKeywordQueue(); readLevelSettingsFile(TESTLEVEL); createLevelPaths(); layTestPath(); createTowerGroup(); createActionQueue(); createGame(); createLevelClocks(); createEnemyGroup(); createTowerPos(); createProjectileList(); initialiseParser(); init_abilities(); }
int main() { printf("Block game generator.\n"); srandom(time(NULL)); testGame(); evaluateGame(); while (1) { createGame(); evaluateGame(); } return 0; }
void View_StartGame::setupPlayerEndSlot(Player *p) { qDebug() << "View_StartGame::setupPlayerEndSlot(Player *p)"; settings->hide(); delete settings; settings = NULL; disconnect(this, SIGNAL(setupPlayerEndSignal(Player*)), this, SLOT(setupPlayerEndSlot(Player*))); if (curColor == WHITE) { wp = p; qDebug() << "View_StartGame -> setupPlayerBegin(BLACK)"; setupPlayerBegin(BLACK); } else if (curColor == BLACK) { bp = p; qDebug() << "View_StartGame emit createGame(wp, bp);"; emit createGame(wp, bp); } else { exit(1); } }
int main(void) { int width = 4; int height = 16; // create two players... Player *player1 = createPlayer("Player1"); Player *player2 = createPlayer("Player2"); // game logic and the like Engine *engine = createEngine(consoleRenderer, eventHandler); // initialize renderer initConsoleRenderer(width + 2, height + 2); while (TRUE) { // create the game board SuPong *suPong = createGame(width, height, player1, player2); resetEngine(engine); // now run the game... while (engine->state == RUNNING) { engineTick(engine, suPong); usleep(100000); } // engine->state now contains the winner... // you could for example restart the game for a next match... // do this by calling run(engine, suPong) again // engine->state renderGameEnd(engine); usleep(1000000); } // shutdown renderer shutdownConsoleRenderer(); return 0; }
/** * @brief Constructs and initialize the \ref MainWindow. * @param QWidget parent - the parent of the \ref MainWindow (0 by default). */ MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::MainWindow) { ui->setupUi(this); /* Init Threads */ _listener = NULL; /* Opponent player */ strcpy(_opponent_player.name , ""); /* player */ strcpy(_player.name, ""); _player.color = 0; // Connect Connection Widget with the window connect(ui->connectionWidget, SIGNAL(askConnection(QString, int, QString)), this, SLOT(serverConnection(QString, int, QString))); // Configure disconnection of the user connect(ui->rightMenuWidget, SIGNAL(askDisconnection()), this, SLOT(serverDisconnection())); connect(ui->rightMenuWidget, SIGNAL(askSendMessage(QString)), this, SLOT(sendChatMessage(QString))); //Chatroom connect(this, SIGNAL(askAddMsg(QString)), ui->rightMenuWidget, SIGNAL(addMsg(QString))); //Online players connect(this, SIGNAL(askAddPlayer(player)), ui->rightMenuWidget, SIGNAL(addPlayerToView(player))); connect(this, SIGNAL(askRmPlayer(player)), ui->rightMenuWidget, SIGNAL(rmPlayerFromView(player))); connect(ui->rightMenuWidget, SIGNAL(askNewGameWith(player)), this, SLOT(createGame(player))); connect(this, SIGNAL(askSetBusy(player)), ui->rightMenuWidget, SIGNAL(askSetBusy(player))); connect(this, SIGNAL(askSetFree(player)), ui->rightMenuWidget, SIGNAL(askSetFree(player))); //Checkerboard connect(this, SIGNAL(initGame(player, player)), ui->checkerboardwidget, SLOT(init(player, player))); connect(ui->checkerboardwidget, SIGNAL(sendCheckerboard(checkerboard)), this, SLOT(sendCheckerboard(checkerboard))); connect(ui->checkerboardwidget, SIGNAL(sendWinner(player)), this, SLOT(adviseWinner(player))); //connect(this, SIGNAL(changePlayerTurn(int)), ui->checkerboardwidget, SLOT(changePlayer(int))); }
createNetworkGameDialogImpl::createNetworkGameDialogImpl(QWidget *parent, ConfigFile *c) : QDialog(parent), myConfig(c) { #ifdef __APPLE__ setWindowModality(Qt::ApplicationModal); setWindowFlags(Qt::WindowSystemMenuHint | Qt::CustomizeWindowHint | Qt::Dialog); #endif setupUi(this); this->installEventFilter(this); myChangeCompleteBlindsDialog = new changeCompleteBlindsDialogImpl; fillFormular(); connect( radioButton_changeBlindsSettings, SIGNAL( clicked(bool) ), this, SLOT( callChangeBlindsDialog(bool) ) ); #ifndef GUI_800x480 connect( pushButton_cancel, SIGNAL( clicked() ), this, SLOT( cancel() ) ); #endif connect( pushButton_createGame, SIGNAL( clicked() ), this, SLOT( createGame() ) ); }
void gui_tetris_init(){ draw_filled_rect(camera_screen.ts_button_border+0,0,camera_screen.width-camera_screen.ts_button_border,camera_screen.height, TETRIS_COLOR_BG); draw_rect(camera_screen.ts_button_border+BOARD_X-1,BOARD_Y-1,camera_screen.ts_button_border+BOARD_WIDTH*TILE_SIZE+10,BOARD_HEIGHT*TILE_SIZE+10, COLOR_BLACK); game = createGame(); gameInit(game); long buf; FILE *f; f=fopen("A/CHDK/GAMES/TETRIS.SCO","rb"); if(!f) { game->stats.high = 0; } else { fread( &buf, 1, sizeof( buf ), f ); game->stats.high = buf; } fclose (f); startGame(game); }
void create() { physicsDraw_ = createPhysicsDraw(); game_ = createGame(window_->getContext()); loadConfig("../../../data/configs/config.xml"); game_->loadModule("../../../data/modules/level.xml", Matrix3()); std::auto_ptr<ShaderSource> vertexShaderSource = createFileShaderSource("../../../data/shaders/texture.vsh"); boost::intrusive_ptr<Shader> vertexShader = createShader(window_->getContext()); vertexShader->setSource(vertexShaderSource); std::auto_ptr<ShaderSource> fragmentShaderSource = createFileShaderSource("../../../data/shaders/texture.fsh"); boost::intrusive_ptr<Shader> fragmentShader = createShader(window_->getContext()); fragmentShader->setSource(fragmentShaderSource); program_ = createProgram(window_->getContext()); program_->attachShader(vertexShader); program_->attachShader(fragmentShader); }
void GameScreen::processKeyUp(int key){ int gameType = rand() % 9; switch (key){ case VK_W: break; case VK_S: break; case VK_A: m_curUnit->getPhysics()->setAccelX(0); break; case VK_D: m_curUnit->getPhysics()->setAccelX(0); break; case VK_1: createGame(gameType); changeUnit(); break; default: break; } }
/* *Initializes all data structures required for level */ void initLevel(int level) { createKeywordQueue(); switch(level) { case 0: readLevelSettingsFile("../data/tutorial.txt"); break; case 1: createLevel(); break; default: break; } createLevelPaths(); createTowerGroup(); createActionQueue(); createGame(); createLevelClocks(); createEnemyGroup(); createTowerPos(); initialQueueReader(); createProjectileList(); initialiseParser(); init_abilities(); }
int main(void) { int running = 1; State currState = MainMenu; Game* game = NULL; #ifdef DEBUG game = createGame(); printf("---------------- Open the game successfully \n"); if (!game->setting->useAI) selectOpponent(game); printf("---------------- Changing the game to AI mode \n"); printf("---------------- Going to run 100 times AI vs AI \n"); printf(" Press enter to continue \n"); getchar(); fflush(stdin); while (game->turn < 100) { onAIsTurn(game); } printf("---------------- AI and check is tested \n"); saveLog(game, "log.txt"); printf("---------------- Save record successfully \n"); printf(" Press enter to continue \n"); getchar(); replay(game); printf("---------------- Replay successfully \n"); printf(" Press enter to exit \n"); getchar(); deleteGame(game); printf("---------------- Delete the game successfully \n"); exit(0); #endif game = createGame(); while (running) { switch(currState) { case MainMenu: /*printf("currState = MainMenu\n");*/ currState = onMainMenu(game); break; case NewGame: /*printf("currState = NewGame\n");*/ currState = onNewGame(game); break; case GameMenu: /*printf("currState = GameMenu\n");*/ currState = onGameMain(game); break; case TurnPlayer: /*printf("currState = Player's Turn\n");*/ currState = onPlayersTurn(game); break; case TurnAI: /*printf("currState = AI's Turn\n");*/ currState = onAIsTurn(game); break; case Exit: /*printf("currState = Exit\n");*/ running = 0; break; default: break; } } deleteGame(game); return 0; /* added by Cesar on 1/27 */ }