void frontendDemoStep() { if(!sc_demoLocal) { gameSetup(); gc_level = cc_numLevels - 1; sc_demoLocal = 1; } if(1 == sc_demoLocal) { levelSetup(); sc_demoLocal = 2; } if(2 == sc_demoLocal) { char AIResult = gamePlay(NO); if(gSTATE_Play != AIResult) sc_demoLocal = 3; } if(3 == sc_demoLocal) { if(crash(NO)) { gc_applesToGetThisLevel = ApplesPerLevel; if(++gc_level >= cc_numLevels) gc_level = 0; sc_demoLocal = 1; } } }
int main() { char playerOne[10]; char playerTwo[10]; char mesgOne[50] = "Enter player one's name: "; char mesgTwo[50] = "Enter player two's name: "; initscr(); mvprintw(13, 1,"%s",mesgOne); getstr(playerOne); mvprintw(14, 1,"%s",mesgTwo); getstr(playerTwo); cbreak(); noecho(); drawGrid(); move(1,2); refresh(); //when you first start the game, the cursor is first space (1,2) gamePlay(playerOne, playerTwo); refresh(); getch(); endwin(); return 0; }
Sudoku::Sudoku(){ char loadFromFile; cout << "Would you like to load a game from file?(y/n)"; cin >> loadFromFile; if (loadFromFile == 'y') { int tempArray[BOARD_SIZE][BOARD_SIZE]; int tempMovesArray [BOARD_SIZE][BOARD_SIZE]; ifstream infile; infile.open("gamefile.txt"); if (infile.is_open()) { for (int i = 0; i < BOARD_SIZE; i++) { for (int j = 0; j < BOARD_SIZE; j++) { infile >> tempArray[i][j]; } } for (int i = 0; i < BOARD_SIZE; i++) { for (int j = 0; j < BOARD_SIZE; j++) { infile >> tempMovesArray[i][j]; } } infile.close(); Board savedBoard(tempArray, tempMovesArray); gamePlay(savedBoard); } else{
/** ========================= Main function ==========================*/ int main (){ init(); Serial.begin(9600); randomSeed(analogRead(3)); // randomSeed() initializes the pseudo-random number generator pinMode(SEL, INPUT); digitalWrite(SEL, HIGH); tft.initR(INITR_BLACKTAB); // initialize a ST7735R chip initializeGrid(); displayGrid(); gamePlay(); return 0; }
void try_to_make_move_ai(int player) { lock_gameField(); for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { if (gameField[i][j] == EMPTY && previous_player_move != player) { previous_player_move = player; gameField[i][j] = player; // ставим в массиве нолик drawGameField(i, j); // отрисовываем интерфейс заново unlock_gameField(); return; } } } is_finished_game = winGame(gamePlay(gameField)); unlock_gameField(); }
void gameInit(void) { Scene_Ptr gamePlay(new GamePlay(device, score,starFade)); sceneManager.Add(Scene::MODE_LOAD, Scene_Ptr( new Load(device, renderer))); sceneManager.Add(Scene::MODE_OPENING, Scene_Ptr(new Opening(device))); sceneManager.Add(Scene::MODE_TITLE, Scene_Ptr(new Title(device,bstar))); sceneManager.Add(Scene::MODE_MENU, Scene_Ptr(new Menu(device,bstar))); sceneManager.Add(Scene::MODE_OPERATION, Scene_Ptr(new Operation(device))); sceneManager.Add(Scene::MODE_CREDIT, Scene_Ptr(new Credit(device))); sceneManager.Add(Scene::MODE_GAMEPLAY, gamePlay); sceneManager.Add(Scene::MODE_ENDING, Scene_Ptr(new Ending(device, score,starFade))); sceneManager.Add(Scene::MODE_RESULT, Scene_Ptr(new Result(device, score, dynamic_cast<GamePlay*>(gamePlay.get()),starFade))); sceneManager.Add(Scene::MODE_GAMEOVER, Scene_Ptr(new GameOver(device,dynamic_cast<GamePlay*>(gamePlay.get())))); sceneManager.Change(Scene::MODE_LOAD); }
HRESULT gamePlayer(int myID, int socket, int* actualQuestion) { PTR_MESSAGE msg; if(gameSendCatalogs(myID,socket) == ERROR) { return ERROR; } msg = NULL; syslogWriteFormatDebug(ldebug, "Player %i enters gamePlayer", myID); if(gamePlay(myID, socket, actualQuestion) == ERROR) { return ERROR; } return OK; }
int try_to_make_move(int rowField, int colField, int player) { lock_gameField(); if (gameField[rowField][colField] == EMPTY && previous_player_move != player) { previous_player_move = player; gameField[rowField][colField] = player; // ставим в массиве нолик drawGameField(rowField, colField); // отрисовываем интерфейс заново // проверяем на выигрышную ситуацию (другой клиент проерит в своей потоке) is_finished_game = winGame(gamePlay(gameField)); } else if (gameField[rowField][colField] != EMPTY){ mi_writeMessage("This place is taken!"); } else if (previous_player_move == player) { mi_writeMessage("CROSS move!"); } unlock_gameField(); return 0; }
HRESULT gameGamemaster(int myID, int socket, char* currentCatalog, int* catalogLength, int* actualQuestion) { PTR_MESSAGE msg; if(gameSendCatalogs(myID, socket) == ERROR) { return ERROR; } msg = NULL; do { Next: // waiting infinitely here, to determine if the socket was closed msg = messageReceive(0, socket, -1); if(msg != NULL) { if(msg->type == CatalogChange) { memset(currentCatalog, '\0', 400); memcpy(currentCatalog, msg->content, msg->length); *catalogLength = msg->length; gameBroadcast(msg); CatalogClose(); if(CatalogLoad(currentCatalog) == false) { if(messageFS(ErrorWarning, -1, "0Game could not be started yet Catalog could not be loaded", socket) == false) { syslogWriteFormatDebug(lerror, "Could not send the ErrorWarning to the GameMaster to tell him the game could not be started."); free(msg); return ERROR; } free(msg); return ERROR; } free(msg); } else if(msg->type == StartGame) { if(userdataCount() < 2) { if(messageFS(ErrorWarning, -1, "0Game could not be started yet too less players", socket) == false) { syslogWriteFormatDebug(lerror, "Could not send the ErrorWarning to the GameMaster to tell him the game could not be started."); free(msg); return ERROR; } free(msg); goto Next; } else { if(gameBroadcast(msg) == false) { if(messageFS(ErrorWarning, -1, "0Game could not be started yet", socket) == false) { syslogWriteFormatDebug(lerror, "Could not send the ErrorWarning to the GameMaster to tell him the game could not be started."); free(msg); return ERROR; } } CatalogClose(); if(CatalogLoad(currentCatalog) == false) { if(messageFS(ErrorWarning, -1, "0Game could not be started yet Catalog could not be loaded", socket) == false) { syslogWriteFormatDebug(lerror, "Could not send the ErrorWarning to the GameMaster to tell him the game could not be started."); free(msg); return ERROR; } free(msg); return ERROR; } free(msg); userdataLock(); userdataSetStage(STAGE_GAME); userdataUnlock(); break; } } } else { syslogWriteFormatDebug(ldebug, "Player %i timed out", myID); return ERROR; } } while(1); if(gamePlay(myID, socket, actualQuestion) == ERROR) { return ERROR; } return OK; }
void mainLoop() { bool bAllDone = NO; gc_gameState = gSTATE_Frontend; while(!bAllDone) { platBeginFrame(); switch(gc_gameState) { case gSTATE_Frontend: gc_gameState = frontend(); break; case gSTATE_GameSetup: gameSetup(); gc_gameState = gSTATE_LevelSetup; // break; case gSTATE_LevelSetup: levelSetup(); gc_gameState = gSTATE_Play; break; case gSTATE_Play: gc_gameState = gamePlay(YES); break; case gSTATE_Crash: gc_gameState = gSTATE_CrashAnim; // break; case gSTATE_CrashAnim: if(crash(YES)) { if(gc_lives) { --gc_lives; gc_gameState = gSTATE_LevelSetup; } else gc_gameState = gSTATE_GameOver; } break; case gSTATE_ExitLevel: if(exitLevel()) gc_gameState = gSTATE_LevelSetup; break; case gSTATE_GameOver: if(gameOver()) gc_gameState = gSTATE_Frontend; break; case gSTATE_AllDone: bAllDone = YES; break; } platSyncEndFrame(); } }