Example #1
0
int
main (int argc, char *argv[])
{
  game_t *game = game_create ();
  game_start (game);
  setup_board_every_gem_different (game);

  int **old_board = copy_board (game);

  int m = game->n_rows;
  int n = game->n_cols;

  replace_gem (game, 2, 2, 999999);
  replace_gem (game, 3, 2, 1999999);
  replace_gem (game, 4, 2, 999999);

  int i;
  for (i = 0; i < 50 * 2; ++i)
    {
      game_loop (game);
    }

  for (i = 0; i < m; ++i)
    {
      fail_if (game->board[3][i] == old_board[3][i]);
    }
  for (i = 0; i < n; ++i)
    {
      if (i == 3) continue;
      fail_if (game->board[i][1] != old_board[i][0]);
      fail_if (game->board[i][0] == old_board[i][0]);
    }

  setup_board_every_gem_different (game);

  old_board = copy_board (game);

  replace_gem (game, 2, 2, 999999);
  replace_gem (game, 2, 3, 1999999);
  replace_gem (game, 2, 4, 999999);

  for (i = 0; i < 50 * 2; ++i)
    {
      game_loop (game);
    }
  for (i = 0; i < m; ++i)
    {
      fail_if (game->board[2][i] == old_board[2][i]);
    }
  for (i = 0; i < n; ++i)
    {
      if (i == 2) continue;
      fail_if (game->board[i][1] != old_board[i][0]);
      fail_if (game->board[i][0] == old_board[i][0]);
    }

  game_destroy (game);
  return 0;
}
Example #2
0
char		menu_loop(t_board *board, t_surfaces *surf)
{
    SDL_Event     event;
    char		loop;
    SDL_Surface	*current;

    loop = 42;
    current = surf->title;
    while (loop)
    {
        show_background(current, surf->screen);
        SDL_ShowCursor(1);
        SDL_WaitEvent(&event);

        if ((((event.type == SDL_KEYDOWN) && (event.key.keysym.sym == SDLK_ESCAPE)) ||
                (event.type == SDL_QUIT)) && (current == surf->title))
            loop = 0;


        // Écran de victoire
        if ((((event.type == SDL_KEYDOWN) && (event.key.keysym.sym == SDLK_ESCAPE)) ||
                (event.type == SDL_QUIT)) && (current != surf->title))
        {
            loop = 42;
            current = surf->title;
        }

        if (event.type == SDL_MOUSEBUTTONUP)
        {
            if (current == surf->title)
            {
                if ((event.motion.x > 180) && (event.motion.x < 480))
                {
                    if ((event.motion.y > 400) && (event.motion.y < 450))
                        loop = game_loop(board, surf, 1);
                    if ((event.motion.y > 480) && (event.motion.y < 520))
                        loop = game_loop(board, surf, 0);
                    if ((event.motion.y > 560) && (event.motion.y < 600))
                        loop = 0;

                    if (loop == 1)
                        current = surf->blackwin;
                    else if (loop == 2)
                        current = surf->whitewin;
                    else
                        show_background(surf->title, surf->screen);
                }
            }
            else
            {
                loop = 42;
                current = surf->title;
            }
        }

        SDL_Flip(surf->screen);
    }
    return (0);
}
Example #3
0
/*
 * Process user input
 */
void process_input(GLFWwindow *win, const std::string &inp) {
    static constexpr char num_options {'4'};
    const std::string s {inp};
    const char inp_char {s[0]};
    if (s.length() == 1 && inp_char >= '0' && inp_char < num_options) {
        game_loop(win, inp_char - '0');
    } else {
        std::cerr << "Wrong input: drawing default scene\n";
        game_loop(win, 0);
    }
}
Example #4
0
void IdleFunc()
{
  static int MarkTime;
  
  if ((int)(MarkTime - timer_ms_gettime64()) < 0)
  {
    MarkTime = timer_ms_gettime64() + YETI_VIEWPORT_INTERVAL;

    keyboard_update(&yeti.keyboard);
    
    pvr_wait_ready();
    pvr_scene_begin();
    
   /* The cool thing here is that we don't have to worry about which display list
      to open/close, which display list is open, or any of that when using PVR DMA.
      We submit everything with pvr_list_prim instead of pvr_prim and things get
      submitted in the right order automatically. Just run your game loop in between
      "pvr_scene_begin();" and "pvr_scene_finish();" and the rest is taken care of. */    
    
    game_loop(&yeti);
    
    /* Done drawing! */
    pvr_scene_finish();
    
  }
}
Example #5
0
int main(int argc, char *argv[])
{
    setlocale(LC_ALL,"it_IT.UTF-8"); // in primis
    srand(time(NULL)); // caos!
    startNcurses(&(globali.gioco.larg),&(globali.gioco.alt)); // inizializza ncurses
    snprintf(globali.playername,maxnome,"%s",getenv("USER")); // salva il nome del giocatore (max 10 char)
    init_colori(&globali); // attiva i colori
    globali.speed=2;
    globali.gioco.serpente.ai=noAI;
    globali.safe_graph=0;
    if (!parse_cmdline(argc,argv,&globali))
        {
        start_gioco(&globali); // inizializza le var di gioco
        globali.gameover=1;
        globali.paused=1;
        title_loop(&globali); // schermata titolo
        globali.paused=0;
        globali.gameover=0;
        }
    else start_gioco(&globali); // inizializza le var di gioco
    atexit(endNcurses); // eseguita automaticamente all'uscita
    clear();
    //dump_snacache(globali.gioco.serpente.cache,globali.gioco.larg,globali.gioco.alt); refresh(); sleep(3);
    refresh();
    game_loop(&globali); // loop di gioco
    end_gioco(&globali); // libera la memoria
    return 0;
}
Example #6
0
int main()
{

  signal(SIGINT, finish);
  srand(time(NULL));

  initscr();
  curs_set(0); // hide the cursor
  keypad(stdscr, TRUE);
  nodelay(stdscr, TRUE);
  set_escdelay(10);
  cbreak(); // return after reading one char
  noecho();

  start_color();

  init_pair(1, COLOR_GREEN, COLOR_BLACK);
  init_pair(2, COLOR_MAGENTA, COLOR_BLACK);
  init_pair(3, COLOR_RED, COLOR_BLACK);
  init_pair(4, COLOR_BLUE, COLOR_BLACK);
  init_pair(5, COLOR_CYAN, COLOR_BLACK);
  init_pair(6, COLOR_YELLOW, COLOR_BLACK);
  init_pair(7, COLOR_WHITE, COLOR_BLACK);
  init_pair(8, COLOR_BLACK, COLOR_WHITE);

  game_loop(Startscreen_create());

  /* print_glyphs(); */

  finish(0);
}
Example #7
0
void d3d_flip(void)
{
  static unsigned MarkTime;

  if ((int)(MarkTime - timeGetTime()) < 0)
  {
    MarkTime = timeGetTime() + YETI_VIEWPORT_INTERVAL;   

    keyboard_update(&yeti.keyboard);
    game_loop(&yeti);

    ZeroMemory(&ddsd, sizeof(ddsd));
    ddsd.dwSize = sizeof(ddsd);

    if (lpDDSPrimary->Lock(NULL, &ddsd, DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR, NULL) == DD_OK)
    {
      viewport_to_video(
        (u16*) ddsd.lpSurface,
        ddsd.lPitch,
        &yeti.viewport,
        ddpf.dwRBitMask,
        ddpf.dwGBitMask,
        ddpf.dwBBitMask);
                  
      lpDDSPrimary->Unlock(ddsd.lpSurface);
    }
  }
}
Example #8
0
int test_levels(int map_layout [MAX_X][MAX_Y]) // function for agreagate testing
{
    //printf("Drawing test\n");

    int selected_option, control;
    int wrong_input = 0;
    do
    {
        if (wrong_input == 1)
        {
            printf("The chosen option is not valid.\nNumber of desired option: ");
            control = scanf("%d", &selected_option);
            fflush(stdin);
        }
        else
        {
            printf("Choose the level of difficulty: ");
            printf("\nEASY LEVEL - 1 ");
            printf("\nMEDIUM LEVEL - 2 ");
            printf("\nHARD LEVEL - 3 ");
            printf("\nNumber of desired option: ");
            control = scanf("%d", &selected_option);
            fflush(stdin);
            wrong_input = 1;
        }
    }
    while (selected_option < 1 || selected_option > 3 || control == 0);
//    selected_level = level_set (selected_option); Problem with this function

            if(selected_option == 1)
            {
                //Load EASY LEVEL
                levels(1);
                create_mountain_map(map_layout);
                //test_drawing_map(map_layout);
                //test_drawing_units(map_layout);
            }
            else if(selected_option == 2)
            {
                //Load MEDIUM LEVEL
                levels(2);
                create_mountain_map(map_layout);
                //test_drawing_map(map_layout);
                //test_drawing_units(map_layout);
            }
            else if(selected_option == 3)
            {
                //Load HARD LEVEL
                levels(3);
                create_mountain_map(map_layout);
                //test_drawing_map(map_layout);
                //test_drawing_units(map_layout);
            }

            game_loop(map_layout);


       return selected_option;

}
Example #9
0
int main() {
  Enable_curses c;

  const size_t M = 20;
  const size_t N = 20;

  cbreak();
  noecho();
  nonl();
  intrflush(stdscr, false);
  keypad(stdscr, TRUE);

  game_init_colors();

  WINDOW* win = newwin(M+10, N+10, 0, 0);

  Map map{M,N};
  map.reset();

  Player p{5, 6, M, N};
  map(p.x, p.y) = PLAYER;

  map(5,5) = ENEMY;

  // map(5, 5) = ENEMY;
  // WINDOW* win = newwin(M+10, N+10, 0, 0);

  game_loop(p, win, map);
}
Example #10
0
int main(int argc, char *argv[]) {
    int opt;
    while ((opt = getopt(argc, argv, "as")) != -1) {
        switch (opt) {
            case 'a':
                auto_play = 1;
                break;
            case 's':
                suggestion = 1;
                break;
            default: /* '?' */
                fprintf(stderr, "Usage: %s [-a] [-s]\r\n", argv[0]);
                fprintf(stderr, "-a:  Let AI play the game\r\n");
                fprintf(stderr, "-s:  Display AI suggestion\r\n");
                exit(EXIT_FAILURE);
        }

    }


    init();
    srandom(time(NULL)); 
    initscr();
    noecho();
    
    game_loop();
    
    refresh();
    endwin();
    return 0;
}
Example #11
0
int main(int argc, char **argv) {

	init();
	game_loop();
	shutdown();
	return 0;
}
Example #12
0
int main(int argc, char* argv[])
{
    init();
    game_loop();
    //closingSplash();
    shutdown();
}
Example #13
0
int main(int ac, char *av[]) {
    if ( initialize_board() == -1 ) {
        return 1;
    }
    game_loop();
    return 0;
}
Example #14
0
int main (int argc, char *argv[])
{
    GAME *game = game_init ();
    game_loop (game);
    game_destroy (game);

    return EXIT_SUCCESS;
}
Example #15
0
/*
 * Display a menu of possible actions
 */
void show_menu(GLFWwindow *win, const std::string &prog_name) {
    std::cout << "Note: the program can be run as follows:\n" <<
        prog_name << " int_param, where int_param is:\n" <<
        "0:\t100 colourful square (default)\n" <<
        "1:\t100 colourful with varying size and using instancing\n" <<
        "2:\tplanet with asteroids (without instancing)\n" <<
        "3:\tplanet with asteroids (with instancing)\n";
    game_loop(win, 0);
}
Example #16
0
int		main()
{
  t_game	*game;

  game = game_create();
  game_loop(game);
  game_quit(game);
  return (0);
}
Example #17
0
int main(int argc, char *argv[]){
  int c;
  int port = 8080;
  char address[16];
  int mode = 0; /* mode=0 server, mode=1 client*/
  int debug = 0;

  signal(SIGINT, exit_sigint);

  /* Parser degli argomenti da riga di comando */
  while ((c = getopt(argc, argv, "hc:p:dvn:f:")) != -1){
    switch(c){
      case 'h':
        puts(USAGE);
        exit(0);
      case 'p':
        port = atoi(optarg);
        break;
      case 'c':
        mode = 1;
        strcpy(address, optarg);
        break;
      case 'n':
        strcpy(player, optarg);
        break;
      case 'v':
        puts(INFO);
        exit(1);
      case 'f':
        strcpy(filename, optarg);
        break;
      case 'd':
        W("#####################################");
        W("# Starting program in debug mode!!! #");
        W("#####################################");
        puts("Avvio del programma in modalità debug: solo per sviluppatori");
        debug = 1;
        break;
      default:
        puts(USAGE);
        exit(1);
    }
  }

  puts(BANNER);

  if (!debug)
    inizzializza_rete(mode, port, address);

  init_screen();
  posiziona_navi();

  game_loop(mode);

  return 0;
}
Example #18
0
int main(int argc, char *argv[])
{
  NOPH_GameCanvas_get(); /* We want to force-in _something_ from J2ME :-) */

  printf("Press keys and see the keycodes.\n");

  game_loop();

  return 0;
}
Example #19
0
int main(void)
{
  if (init() != 0)
    return EXIT_FAILURE;

  if (game_loop() != 0)
    return EXIT_FAILURE;

  return EXIT_SUCCESS;
}
Example #20
0
int main(int argc, char *argv[]) {
    game_init();
    while (!quit_flag) {
        game_event(&event);
        game_loop();
        game_render();
    }
    game_destroy();
    return EXIT_SUCCESS;
}
Example #21
0
int main(int argc, char **argv)
{
	if(!init(1366, 768, true))
		return -1;

	game_loop();
 
	deinit();
	return 0;
}
Example #22
0
int main( int argc, char* argv[] )
{
       
    
    //get_settings read_settings; //create a settings reading object.    
    int screenDataW = 1920; //put screen data into a temp var
    int screenDataH = 1080;
    

    
    SDL_Init( SDL_INIT_EVERYTHING ); //start SDL
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); //set GL version of the window
    
    SDL_Window* window = SDL_CreateWindow( "RainbowRPG - SDL2.0 - OpenGL2.1", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screenDataW, screenDataH, SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_OPENGL | SDL_WINDOW_INPUT_GRABBED); //create OpenGL window

    SDL_GLContext glcontext = SDL_GL_CreateContext(window); //set context as OpenGL
//    SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
        initGL(screenDataW, screenDataH); //init GL.


    //command_thread.detach();
//    SDL_Delay(1000);
    std::string mapFile ("a.map");
    std::cout << "Initialising map!\n\n";
    
    map* ptrmap; //create a pointer of type map.
    map currentMap (screenDataW, screenDataH, mapFile);
    ptrmap = &currentMap; //make pointer point to instance of map.
    std::cout << "checking for inputted commands....";
    

    command* ptrCommand; //create a pointer of type command.
    command commandline; //create command line object.
    std::cout << "creating command line thread...\n";
    boost::thread command_thread ( boost::bind (&command::start_command, &commandline) ); //create a thread of the command line.
    std::cout << "Command thread started\n\n";
    ptrCommand = & commandline; //make pointer point to command object.
    
    //boost::thread logic_loop (boost::bind(&entity_logic_loop, ptrmap)); //create logic loop thread.
    
    std::cout << "Running game loop func\n\n";
    game_loop(ptrCommand, ptrmap, window);
    //game_loop( ptrmap, window);

    currentMap.destroy_map(); //destroy the map!
    SDL_GL_DeleteContext(glcontext); //clean up
    SDL_Quit(); //quit SDL   
    std::cout << "\nQuited nicely, press any letter/number key then tap return to terminate \n(This is a problem with using threads and std::cin together, must find a better way of doing this safely\n\n"; // - Remember killing the thread causes recursive terminate >.<.)\n\n";
    command_thread.join(); //detach both out threads.
    //logic_loop.join();


    return 0;
    
    }
Example #23
0
int main()
{
  std::srand(std::time(NULL));

  allegro_init();
  install_timer();
  install_keyboard();
//   install_mouse();
  install_joystick(JOY_TYPE_AUTODETECT);

  override_config_file(redir("defnot.ini").c_str());

  gfx_widescreen = get_config_int("Game", "Widescreen", gfx_widescreen);
  gfx_fullscreen = get_config_int("Game", "Fullscreen", gfx_fullscreen);

  if (!setup_gfx() != 0) {
    allegro_message("Unable to setup the graphics mode\n");
    return 1;
  }

//   if (gfx_capabilities & GFX_HW_CURSOR) {
//     enable_hardware_cursor();
//     select_mouse_cursor(MOUSE_CURSOR_ARROW);
//     show_mouse(screen);
//   }

  if (!load_media()) {
    allegro_message("Unable to load data files to play the game\n");
    return 1;
  }

  // install the timer to control the game speed
  LOCK_VARIABLE(beats);
  LOCK_FUNCTION(timer_control);

  beats = 0;
  install_int_ex(timer_control, BPS_TO_TIMER(BPS));

  // insert the callback routine for the close-button
  LOCK_VARIABLE(continuing);
  LOCK_FUNCTION(close_button);

  set_close_button_callback(close_button);

  // play the game
  game_loop();

  set_config_int("Game", "Widescreen", gfx_widescreen);
  set_config_int("Game", "Fullscreen", gfx_fullscreen);

  remove_int(timer_control);
  allegro_exit();
  return 0;
}
Example #24
0
/* 
 * main
 *   DESCRIPTION: Play the adventure game.
 *   INPUTS: none (command line arguments are ignored)
 *   OUTPUTS: none
 *   RETURN VALUE: 0 on success, 3 in panic situations
 */
int
main ()
{
    game_condition_t game;  /* outcome of playing */

    /* Randomize for more fun (remove for deterministic layout). */
    srand (time (NULL));

    /* Provide some protection against fatal errors. */
    clean_on_signals ();

    if (!build_world ()) {PANIC ("can't build world");}
    init_game ();

    /* Perform sanity checks. */
    if (0 != sanity_check ()) {
	PANIC ("failed sanity checks");
    }

    /* Create status message thread. */
    if (0 != pthread_create (&status_thread_id, NULL, status_thread, NULL)) {
        PANIC ("failed to create status thread");
    }
    push_cleanup (cancel_status_thread, NULL); {

	/* Start mode X. */
	if (0 != set_mode_X (fill_horiz_buffer, fill_vert_buffer)) {
	    PANIC ("cannot initialize mode X");
	}
	push_cleanup ((cleanup_fn_t)clear_mode_X, NULL); {

	    /* Initialize the keyboard and/or Tux controller. */
	    if (0 != init_input ()) {
		PANIC ("cannot initialize input");
	    }
	    push_cleanup ((cleanup_fn_t)shutdown_input, NULL); {

		game = game_loop ();

	    } pop_cleanup (1);

	} pop_cleanup (1);

    } pop_cleanup (1);

    /* Print a message about the outcome. */
    switch (game) {
	case GAME_WON: printf ("You win the game!  CONGRATULATIONS!\n"); break;
	case GAME_QUIT: printf ("Quitter!\n"); break;
    }

    /* Return success. */
    return 0;
}
Example #25
0
void Game::run()
{
	/* Why not just have the game loop in here?
	 * Because I want to put some code in this
	 * like.. FPS limiters and things. :<
	*/
	initialize_game();
	while(window.isOpen())
	{
		game_loop();
	}
}
Example #26
0
void Game::start() {
	
	framerate->setFPS(GAME_FPS);
	Mix_FadeOutMusic(500);
	
	setup_player_stats();
	balls.push_back(new BallZerg(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, 5, 0, EGG, this));
	//balls.push_back(new BallZerg(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, 0.2, 2, EGG, this)); // OpenAL test
	balls[0]->mainBall = true;
	
	bool exit = false;
	
	intro();
	
	//playMusic(s_music);//DEBUG
	
	while ((!exit) && (round <= rounds)) {
		
		round_title();
		
		exit = game_loop();
		
		if (!exit) {
			
			++(winner->wins);
			
			playSound(loser->s_lose);
			
			if (round == rounds) {
				if (players[0]->wins == players[1]->wins) {
					playSound(winner->s_win);
					rounds++;
				} else {
					playSound(winner->s_win2);
					end();
				}
				
			} else
				playSound(winner->s_win);
			
			
			round++;
			
			players[0]->reset();
			players[1]->reset();
			
		}
		
	}
	
	Mix_FadeOutMusic(1000);
	
}
Example #27
0
/*
 * Main - entry point
 */
int main(int argc, char *argv[]) {

  /* Init SDL systems we need or fail */
  if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) < 0) {
    printf("SDL Init failed: %s\n", SDL_GetError());
    return 1;
  }

  /* Create window and renderer or fail */
  window = SDL_CreateWindow("Tyrion", WIN_X, WIN_Y, WIDTH, HEIGHT, SDL_WINDOW_INPUT_GRABBED);
  if (!window) {
    printf("SDL error, could not create window: %s\n", SDL_GetError());
    return 1;
  }

  /* SDL surface is just an image data type that has the pixels of an image along with all
   * data needed to render it. surfaces use software rendering (uses CPU to render, not
   * the GPU).
   */
  surface = SDL_GetWindowSurface(window);

  /* Load game images, resources */
  player_image = SDL_LoadBMP("path/tofile.bmp");
  if (!player_image) {
    printf("SDL error, unable to load image: %s\n", SDL_GetError());
    return 1;
  }

  /* Game loop */
  while (running) {
    /* Handle events */
    game_loop();

    /* Blit image to surface */
    SDL_BlitSurface(player_image, NULL, surface, NULL);

    /* Display surface */
    SDL_UpdateWindowSurface(window);

    SDL_Delay(4000);
  }

  /* TODO: refactor this clean up code */
  SDL_FreeSurface(player_image);
  player_image = NULL;
  SDL_DestroyWindow(window);
  window = NULL;
  SDL_Quit();
  return 0;
}
Example #28
0
int main( int argc, char *argv[] )
{
    Uint32 FPS_MAX = 1000 / 63; // 60 fps

    game_init();
    while ( quit_flag == false ) {
        game_event( &event );
        game_loop();
        game_render();
        SDL_Delay( FPS_MAX );
    }
    game_destroy();
    return EXIT_SUCCESS;
}
Example #29
0
int main(int argc, char* argv[])
{
	ALLEGRO_EVENT_QUEUE* event_queue;
	ALLEGRO_TIMER* timer;
	ALLEGRO_DISPLAY* display;

	bool done;

	init(&event_queue, &timer, &display, &done);
	game_loop(&event_queue, &timer, &display, &done);
	shutdown(&event_queue, &timer, &display);

	return 0;
} // main()
Example #30
0
int main(int argc, char* argv[]) {
	script_init();
	load_ini();
	engine_init(); // includes ttf init too
	vid_init();

	dump_lua();

	game_loop();
	
	engine_shutdown();
	script_shutdown();
	return 0;
}