// DkPongPort -------------------------------------------------------------------- DkPongPort::DkPongPort(QWidget *parent, Qt::WindowFlags flags) : QGraphicsView(parent) { //setAttribute(Qt::WA_TranslucentBackground, true); fieldColor = QColor(0,0,0); playerColor = QColor(255, 255, 255); unit = 10; playerSpeed = unit; minBallSpeed = 0.5*unit; maxBallSpeed = 4*unit; ballDir = DkVector(unit*0.15, unit*0.15); player1Speed = 0; player2Speed = 0; player1Pos = INT_MAX; player2Pos = INT_MAX; ball = QRect(QPoint(), QSize(unit, unit)); player1 = QRect(QPoint(), QSize(unit, 2*unit)); player2 = QRect(QPoint(), QSize(unit, 5*unit)); initGame(); eventLoop = new QTimer(this); eventLoop->setInterval(10); eventLoop->start(); connect(eventLoop, SIGNAL(timeout()), this, SLOT(gameLoop())); //show(); }
void Troll::run() { while (!_vm->shouldQuit()) { intro(); gameLoop(); gameOver(); } }
int main(const int ac, const char **av) { if (ac != 1) std::cerr << "Error: " << av[0] << " too many arguments." << std::endl; initscr(); //init ncurses if (has_colors() == FALSE) return (0); start_color(); init_color(COLOR_BLUE, 956, 529, 529); init_color(COLOR_MAGENTA, 1000, 974, 533); init_color(COLOR_CYAN, 416, 965, 686); init_pair(1, COLOR_RED, COLOR_BLACK); //Display Player init_pair(2, COLOR_CYAN, COLOR_BLACK); //DISPLAY ENEMY UNIT init_pair(3, COLOR_GREEN, COLOR_BLACK); //DISPLAY ENEMY UNIT MISSILE init_pair(4, COLOR_MAGENTA, COLOR_BLACK); //DISPLAY OBSTACLE init_pair(5, COLOR_YELLOW, COLOR_BLACK); //DISPLAY PLAYER MISSILE noecho(); srand(static_cast<unsigned int>(time(0))); // raw(); //do not set while debuging or tests curs_set(FALSE); setlocale(LC_ALL, ""); //handle special symbol as 卐 timeout(60); //to do set a timeout define keypad(stdscr, TRUE);// add special chars as F{1-12} gameLoop(); endwin(); //end window return (0); }
//This runs the game void MainGame::run() { initSystems(); //This only returns when the game ends gameLoop(); }
void Battleship::play() { cout << endl << endl << "~~~~~~ WELCOME TO BATTLESHIPS ~~~~~~" << endl; bool gameOver = false; while (!gameOver) { gameLoop(); cout << endl << "Do you want to try again? (Y/N)" << endl; char tryAgain; cin >> tryAgain; if (tryAgain == 'Y') { resetGame(); cout << endl << endl; } else if (tryAgain = 'N'){ gameOver = true; } else { cout << "Your input was not understood. Ending game..." << endl; gameOver = true; } } cout << endl << "~~~~~~~ GAME OVER ~~~~~~~" << endl << endl; }
/** * Class for the Pong game */ Game::Game(QWidget *parent) : QGraphicsView(parent){ this->leftPlayer = new Player(this, Player::LEFT); this->rightPlayer = new Player(this, Player::RIGHT); this->puck = new Puck(this); this->pressedKeys = new QMap<int,bool>(); QHBoxLayout *layout = new QHBoxLayout; layout->addWidget(this->leftPlayer); layout->addWidget(this->rightPlayer); layout->addWidget(this->puck); this->setFocus(); this->txtStatus = this->parentWidget()->findChild<QLabel *>("status"); this->txtLeftPlayer = this->parentWidget()->findChild<QLabel *>("player1"); this->txtRightPlayer = this->parentWidget()->findChild<QLabel *>("player2"); gameLoopTimer = new QTimer(this); connect(gameLoopTimer, SIGNAL(timeout()), this, SLOT(gameLoop())); // Connecting the QTimer::timeout() signal to our moveClock() slot // then it moves the clock every time the timer times out. }
void main() { gc_InitGraph(); gc_DrawBuffer(); gameLoop(); gc_CloseGraph(); pgrm_CleanUp(); }
void Instructions() { cls(); draw_object ("instructions.txt", 0x0A); while(true) { int input1; cin >> input1; //if the player presses 1... //bring to difficulty screen if(input1 == yes) { Beep (1350,150); gameLoop(); break; } //if the player presses 2... if(input1 == no) { Beep (1350,150); cout << "Thank you for playing! ! !" << endl; g_quitGame = true; break; } } }
int main(int argc, char *argv[]) { setlocale(LC_ALL,""); PDC_set_title("Dungcrwl"); if (initGame(argc, argv)) return 1; while (quit == FALSE) { switch(game_state) { case GAME_MENU: showMenu(); break; case GAME_INTRO: newGame(); break; case GAME_PLAYING: gameLoop(); break; case GAME_DONE: quit = TRUE; break; } } gameShutdown(); return 0; }
void Game::start_loss() { if (_gameState != Uninitialized) return; game_victory = 0; _mainWindow.create(sf::VideoMode(1024, 768, 32), "Anne McLaughlin Demo"); _view.reset(sf::FloatRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT)); _view.setViewport(sf::FloatRect(0, 0, 1.0f, 1.0f)); PlayerCharacter * player = (PlayerCharacter *)_gameObjectManager.getByTypeSingle("PlayerCharacter"); player->setPosition(500, 1000); player->coins = 0; player->lives = 0; player->grounded = true; reset_mystery_blocks(); _gameState = Game::ShowingSplashLoss; while (!isExiting()) { gameLoop(); } _mainWindow.close(); }
void* serveClient(void* arg) { JNIEnv* env; (*jvm)->AttachCurrentThread(jvm, &env, NULL); int client_idx = (int)arg; int n; char buffer[BUFFER_SIZE]; //write(client_fds[client_idx], "You have connected", strlen("You have connected")); jclass cls = (*env)->GetObjectClass(env, server_obj); jfieldID ifd = (*env)->GetFieldID(env, cls, "boardSize", "I"); board_size = (*env)->GetIntField(env, server_obj, ifd); ifd = (*env)->GetFieldID(env, cls, "komi", "I"); komi = (*env)->GetIntField(env, server_obj, ifd); //send client game info int mesg_len = sprintf(buffer, "%d,%d\n", board_size, komi); write(client_fds[client_idx], buffer, mesg_len); __android_log_print(ANDROID_LOG_VERBOSE, "asdf", "sent: %s", buffer); // read client game request n = read(client_fds[client_idx], buffer, BUFFER_SIZE - 1); buffer[n] = '\0'; __android_log_print(ANDROID_LOG_VERBOSE, "asdf", "read client game request: %s", buffer); if(!strcmp(buffer, REQUEST_GAME_MESG)) { // notify UI to allow user to confirm request jmethodID instanceMethodId = (*env)->GetMethodID(env, cls, "enableStart", "()V"); (*env)->CallVoidMethod(env, server_obj, instanceMethodId); __android_log_print(ANDROID_LOG_VERBOSE, "asdf", "waiting for UI confirmation"); //wait for user to confirm request pthread_mutex_lock(&m); while(game_started == 0) { pthread_cond_wait(&cv, &m); } pthread_mutex_unlock(&m); //notify client of confirmation write(client_fds[client_idx], CONFIRM_REQUEST_MESG, strlen(CONFIRM_REQUEST_MESG)); srand(time(NULL)); int color = rand() % 2; mesg_len = sprintf(buffer, "%d", color ^ 1); write(client_fds[client_idx], buffer, mesg_len); // notify UI to switch to game view instanceMethodId = (*env)->GetMethodID(env, cls, "startGame", "(I)V"); (*env)->CallVoidMethod(env, server_obj, instanceMethodId, color); gameLoop(env, cls, server_obj, client_fds[client_idx], color); } while((n = read(client_fds[client_idx], buffer, BUFFER_SIZE - 1)) > 0) { buffer[n] = '\0'; __android_log_print(ANDROID_LOG_VERBOSE, "asdf", "Server: %s", buffer); } (*jvm)->DetachCurrentThread(jvm); return NULL; }
int main() { /* Procedura startowa: - Inicjalizacja biblioteki Allegro 5 - Inicjalizacja dodatków dla Allegro 5 - Rejestracja zdarzeñ Allegro 5 - Uruchomienie g³ównej pêtli - Zamkniêcie biblioteki Allegro 5 - Koniec programu */ ALLEGRO_DISPLAY *display = NULL; ALLEGRO_EVENT_QUEUE *event_queue = NULL; Init initializer; if(!initializer.initAllegro(display, event_queue, resolutionWidth, resolutionHeight)) { return 1; // coœ posz³o nie tak, wychodzimy... } if(!initializer.initAddons()) { return 1; // coœ posz³o nie tak, wychodzimy... } initializer.registerEvents(display, event_queue); gameLoop(); initializer.closeAllegro(display, event_queue); return 0; }
int main(int argc, char const *argv[]) { system("clear"); printf("\t ██╗ ██████╗ ██████╗ ██████╗ ██████╗ ██████╗ █████╗ \n"); printf("\t ██║██╔═══██╗██╔════╝ ██╔═══██╗ ██╔══██╗██╔═══██╗ ██╔══██╗ \n"); printf("\t ██║██║ ██║██║ ███╗██║ ██║ ██║ ██║██║ ██║ ╚█████╔╝ \n"); printf("\t ██ ██║██║ ██║██║ ██║██║ ██║ ██║ ██║██║ ██║ ██╔══██╗ \n"); printf("\t ██ ██║██║ ██║██║ ██║██║ ██║ ██║ ██║██║ ██║ ██╔══██╗ \n"); printf("\t ╚█████╔╝╚██████╔╝╚██████╔╝╚██████╔╝ ██████╔╝╚██████╔╝ ╚█████╔╝ \n"); printf("\t ╚════╝ ╚═════╝ ╚═════╝ ╚═════╝ ╚═════╝ ╚═════╝ ╚════╝ \n"); // Entrada BOARD *board = (BOARD*)malloc(sizeof(BOARD)); STATE *game = createState(); createBoard(&board); readBoard(&board); game->current = board; // Fila inicial PRIORITY_QUEUE *queue = createQueue(); insert(queue, game); // Loop de jogo gameLoop(queue); return 0; }
/*! * Run the code inside the gameloop */ static void runGameLoop(void) { gameLoopStatus = gameLoop(); switch (gameLoopStatus) { case GAMECODE_CONTINUE: case GAMECODE_PLAYVIDEO: break; case GAMECODE_QUITGAME: debug(LOG_MAIN, "GAMECODE_QUITGAME"); stopGameLoop(); startTitleLoop(); // Restart into titleloop break; case GAMECODE_LOADGAME: debug(LOG_MAIN, "GAMECODE_LOADGAME"); stopGameLoop(); initSaveGameLoad(); // Restart and load a savegame break; case GAMECODE_NEWLEVEL: debug(LOG_MAIN, "GAMECODE_NEWLEVEL"); stopGameLoop(); startGameLoop(); // Restart gameloop break; // Never thrown: case GAMECODE_FASTEXIT: case GAMECODE_RESTARTGAME: break; default: debug(LOG_ERROR, "Unknown code returned by gameLoop"); break; } }
void Game::start(void) { if (gameState_ != Uninitialized) return; mainWindow_.create(sf::VideoMode(1024, 768, 32), "Dodge and Load"); mainWindow_.setFramerateLimit(60); init(); float frameTime = 1.0f / 60.0f; float currTime = 0.0f; while (!isExiting()) { if (currTime > frameTime) { gameLoop(); currTime = 0.0f; } currTime += clock_.getElapsedTime().asSeconds(); clock_.restart().asSeconds(); } mainWindow_.close(); }
//function to display gameover screen void gameover() { cls(); //show gameover screen draw_object ("dead.txt", 0x0C); colour(0x0A); highscore(score); cout << endl << "Enter 1 to replay" << endl; cout << "Enter 2 to return to Main Menu" << endl; int inputGO = 0; cin.clear(); cin >> inputGO; //reset the game if (inputGO == 1) { Beep (2000,200); init(); mainLoop(); } if (inputGO == 2) { Beep (1350,150); init(); gameLoop(); } }
void MainGame::run() { initSystems(); //_sprite.init(-1.0f, -1.0f, 2.0f, 2.0f, "Texture/PNG/CharacterRight_Standing.png"); _sprites.push_back(new nEngine::Sprite()); _sprites.back()->init(0, 0, 500.0f,500.0f, "Texture/PNG/CharacterRight_Standing.png"); //_sprites.push_back(new nEngine::Sprite()); //_sprites.back()->init(0.0f, -1.0f, 1.0f, 1.0f, "Texture/PNG/CharacterRight_Standing.png"); //_sprites.push_back(new nEngine::Sprite()); //_sprites.back()->init(0.0f, 0.0f, 1.0f, 1.0f, "Texture/PNG/CharacterRight_Standing.png"); //_sprites.push_back(new nEngine::Sprite()); //_sprites.back()->init(-1.0f, 0.0f, 1.0f, 1.0f, "Texture/PNG/CharacterRight_Standing.png"); //_playerTexture= ImageLoader::loadPNG("Texture/PNG/CharacterRight_Standing.png"); gameLoop(); };
int main ( int argc, char** argv ) { camera.x = 0; camera.y = 0; camera.h = screenW; camera.w = screenH; // initialize SDL video if (SDL_Init(SDL_INIT_VIDEO) < 0 ) { //printf( "Unable to init SDL: %s\n", SDL_GetError() ); std::cout<<"Unable to init SDL: " <<SDL_GetError() <<std::endl; return 1; } /* if(!screen) { std::cout<<"Unable to set screen: " <<SDL_GetError() <<std::endl; return 1; } */ std::string windowTitle = "soco-*"; SDL_WM_SetCaption(windowTitle.c_str(), windowTitle.c_str()); /***** MUSIC *****/ // initialize BASS if(!BASS_Init(-1,44100,0,NULL,NULL)) { BASS_Init(0,44100,0,NULL,NULL); } /***** GAME *****/ // specify game loop initSpriteManager(); initTextureManager(); initSoundManager(); bool done = false; while(!done) { int menuValue = startScreen(); switch(menuValue) { case 0: case 1: done = gameLoop(); break; case 2: case 3: default: return 0; break; } } return 0; }
int CoreGameApp::run(int argc,char *argv[]){ if(!coreInitialize()){ coreShutdown(); return -1; } Logger &logger = *Logger::Instance(); logger.writeToLog("Core systems initialized"); if(!initialize()){ logger.writeToLog("User systems failed to initialize, shutting down"); shutdown(); coreShutdown(); return -1; } logger.writeToLog("User systems initialized"); ConfigurationManager &config = *ConfigurationManager::Instance(); int width = config.getVariable<int>("w_width"); int height = config.getVariable<int>("w_height"); bool fullscreen = config.getVariable<bool>("w_fullscreen"); m_wnd = GUI::createWindow(width, height, fullscreen); glEnable(GL_DEPTH_TEST); // enable depth-testing glDepthMask(GL_TRUE); // turn back on glDepthFunc(GL_LEQUAL); glDepthRange(0.0f, 1.0f); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CCW); if(m_wnd == NULL){ logger.writeToLog("Failed to create window, shutting down"); shutdown(); coreShutdown(); return -1; } std::stringstream ss; ss<<"Window created: ("<<width<<" x "<<height<<")"; logger.writeToLog(ss.str()); logger.writeToLog("Staring game loop"); gameLoop(); logger.writeToLog("Shutting down user systems"); shutdown(); logger.writeToLog("Shutting down core systems"); coreShutdown(); return 0; }
int main(void) { auto display = std::make_shared<Display>(); display->init(); auto world = std::make_shared<World>(); world->init(display); gameLoop(world, display); return 0; }
void MainGame::run(){ initSystems(); //_playerTexture = LoadGLTexture::LoadTexture("../Textures/jimmyJump_pack/PNG/CharacterRight_Standing.png"); gameLoop(); }
int main(int, char**) { _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF); srand(time(NULL)); gameLoop(); return 0; }
void MainGame::run() { initSystems(); initLevel(); gameLoop(); }
void RubikGame::run() { initSystems(); const std::vector<std::string> texPaths = { texture_path1, texture_path2, texture_path3, texture_path4, texture_path5, texture_path6 }; const std::string texPathsSame[6] = { texture_pathAyse, texture_pathAyse, texture_pathAyse, texture_pathAyse, texture_pathAyse, texture_pathAyse }; initVoxels(glm::vec3{ 0.0f, 0.0f, 0.0f }, glm::vec3{ 1.0f, 1.0f, 1.0f }, texPaths); gameLoop(); }
//This runs the game void MainVidGame::run() { initSystems(); _sprite.init(-1.0f, -1.0f, 1.0f, 1.0f); gameLoop(); }
void main() { init(); while(1) { showTitle(); gameLoop(); } }
void Game::Run() { initSystems(); _sprite.Init(-1.0f, -1.0f, 2.0f, 2.0f); _playerTexture = ImageLoader::LoadPNG("textures/jimmyjump_pack/png/characterright_standing.png"); gameLoop(); }
Game::Game() { // Initialize SDL subsystems if (SDL_Init(SDL_INIT_VIDEO) != 0) { fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError()); } else { gameLoop(); } }
//initialize paramaters that will be passed into the main game loop void multiPlayer() { std::pair < unsigned int,std::string> result; std::string playerOne = initPlayer(); std::string playerTwo = initPlayer(); unsigned int playerOneScore = 0; unsigned int playerTwoScore = 0; gameLoop(result,playerOne,playerTwo,playerOneScore,playerTwoScore); internalHallOfFame(result); }
int main () { GameInstance demo; demo.gameColumns = 20; demo.gameRows = 20; demo.createBoard(); demo.clearBoard (); gameLoop (demo); return EXIT_SUCCESS; }