Exemple #1
0
int main() {
    vga_fd = open("/dev/vga", O_RDONLY);
    ioctl(vga_fd, SETVGAMODE, (void*)vga_mode_320x200x256); 

    int fd = open("/dev/mouse", O_RDONLY);
    mousestate_t data;

    int ballX = WIDTH/2 - BALL_SIZE / 2;
    int ballY = HEIGHT/2 - BALL_SIZE /2;
    int velX = 10;
    int velY = 10;

    char color = 1;

    while (1) {
	clear_buffer(buffer);

	// read mouse position
	read(fd, &data, sizeof(data));
	data.y = 199 - data.y;
	data.x = data.x * WIDTH / 320;
	data.y = data.y * HEIGHT / 200;

	// draw ball and racket
	moveBall(&ballX,&ballY,&velX,&velY,data.y);
	drawBall(ballX,ballY,color);
	drawRacket(data.y,color);
	ioctl(vga_fd, FLUSHVGA, buffer);
	
	usleep(10000);
    }
    return 0;
}
Exemple #2
0
int main() {
    vesa_fd = open("$vesa", O_RDONLY);
    struct vesa_setmode_req req = { WIDTH, HEIGHT, BITS_PER_PIXEL };
    color_t color;

    int fd = open("$mouse", O_RDONLY);
    struct mousedata data;

    int ballX = WIDTH/2 - BALL_SIZE / 2;
    int ballY = HEIGHT/2 - BALL_SIZE /2;
    int velX = 10;
    int velY = 10;

    COLOR(color, BITS_PER_PIXEL).r = 255;
    COLOR(color, BITS_PER_PIXEL).g = 255;
    COLOR(color, BITS_PER_PIXEL).b = 255;
    ioctl(vesa_fd, SETMODE, &req);

    while (1) {	
	// read mouse position
	read(fd, &data, sizeof(data));
	data.y = 199 - data.y;
	data.x = data.x * WIDTH / 320;
	data.y = data.y * HEIGHT / 200;

	// draw ball and racket
	moveBall(&ballX,&ballY,&velX,&velY,data.y);
	drawBall(ballX,ballY,color);
	drawRacket(data.y,color);
	ioctl(vesa_fd, FLUSH, 0);
	
	usleep(10000);
    }
    return 0;
}
Exemple #3
0
int main(){
	/* Initialize scene and its objects */

	Racket r1 = Racket();
	Racket r2 = Racket();
	Racket * List [2] = { &r1,&r2 };
	boolean difficulty = false;
	r2.isplayer = gameMenu(&difficulty);
	r2.difficulty = difficulty;

	Dot ball = Dot();	
	char screen[HEIGHT][WIDTH];
	initializeRacket(screen, &r1, LEFT_SIDE);
	initializeRacket(screen, &r2, RIGHT_SIDE);
	seed();
	//initializes dot randomly
	int dotRand = rand() % 3;
	switch (dotRand)
	{
	case 0:
		initializeDot(screen, &ball, DOWNLEFT);
		break;
	case 1:
		initializeDot(screen, &ball, UPLEFT);
		break;
	case 2:
		initializeDot(screen, &ball, LEFT);
		break;
	default:
		initializeDot(screen, &ball, UPLEFT);
		break;
	}
	while (true) // Main loop
	{
		initialize(screen);
		
		drawRacket(screen, &r1);
		drawRacket(screen, &r2);

		moveDot(screen, ball.direction, &ball, List);
		if (screen[ball.height][ball.width] == RACKET_BRUSH)
		{
			if (ball.width < (WIDTH/2))
			{
				dotHitRacket(screen,&ball, &r1, List);
			}
			else
			{
				dotHitRacket(screen,&ball, &r2, List);
			}
			
		}
		

		if (_kbhit()) {
			/* _kbhit is used to know if user pressed a button (keyboard) */
			char pressedKey = _getch();
			if (pressedKey == 'w' || pressedKey == 'W'){
				moveRacket(screen, &r1,UP);
			}
			if (pressedKey == 's' || pressedKey == 'S')
			{
				moveRacket(screen, &r1, DOWN);
			}
			//Check if the user choose pvp or pvc
			if (r2.isplayer) {
				//Choose multiplayer
				if (pressedKey == 'i' || pressedKey == 'I')
				{
					moveRacket(screen, &r2, UP);
				}
				if (pressedKey == 'k' || pressedKey == 'K')
				{
					moveRacket(screen, &r2, DOWN);
				}
			}
		}
		if (!r2.isplayer) {
			moveCPU(screen, &r2,ball.direction,ball.height);
		}
		for (int i = 0; i < 2; i++)
		{
			if (List[i]->score >= 10)
			{
				system("cls");
				printf("Player %d Venceu!\n", i+1);
				_getch();
				return 0;
			}
		}
		draw(screen);
		sleep();
	}
    return 0;
}
Exemple #4
0
void drawEverything() {
    drawBackground(BACKGROUND_COLOR);
    drawBall((size_t)(g_ballPosX), (size_t)(g_ballPosY), g_ballRadius, BALL_COLOR);
    drawRacket(g_player1PositionX, (size_t)(g_player1PosY), g_playerWidth, g_playerHeight, PLAYER1_COLOR);
    drawRacket(g_player2PositionX, (size_t)(g_player2PosY), g_playerWidth, g_playerHeight, PLAYER2_COLOR);
}