int main(void) { char word[MAX_LEN + 1], category[MAX_LEN + 1], trivia[MAX_TRIVIA_LEN + 1], again; int games_played; game_init(); /* initialize the game with 7 lives */ for (;;) { get_word(word, category, trivia); /* generated a new word from the dictionary */ games_played = play_game(word, category, trivia); /* play the game */ printf("\nGames played: %d\n", games_played); printf("Play again? (y/n): "); again = getchar(); getchar(); if (again == 'n' || again == 'N') { system(CLEARSCREEN); break; } game_init(); } return 0; }
int main(int argc, char *argv[]) { video_init(0); audio_init(argc, argv); game_init(); double last = glfwGetTime(); while (running) { double current = glfwGetTime(); int delta = (current - last) * 1000; if (delta < MIN_DELTA) { glfwSleep((MIN_DELTA-delta)/1000.0); continue; } last = current; now += delta; if (delta > MAX_DELTA) continue; game_tick(delta); } audio_shutdown(); video_shutdown(); return EXIT_SUCCESS; }
int hole_goto(int h, int p) { int i; if (h < count) { if (h >= 0) hole = h; if (p >= 0) party = p; if (game_init(hole_v[hole].file)) { back_init(hole_v[hole].back); player = (hole - 1) % party + 1; done = 0; for (i = 1; i <= party; i++) { game_get_pos(ball_p[i], ball_e[i]); stat_v[i] = 0; } game_ball(player); hole_song(); return 1; } } return 0; }
void ui_state_title(void) { int x = 0, y = 0, dx = 1, dy = 1, w = 20, h = 20, i = 0; snd_play("sounds/intro-valkyrie.raw"); while (1) { image_draw(0, 0, img_bg); image_draw(x, y, img_soldier); screen_show_buffer(); if (y + h == SCREEN_HEIGHT && dy == 1) dy = -1; if (y == 0 && dy == -1) dy = 1; if (x + w == SCREEN_WIDTH && dx == 1) dx = -1; if (x == 0 && dx == -1) dx = 1; x += dx; y += dy; led_setup = (i++ / 10) % 2 ? 0xaa : 0x55; led_update(); if ((btn_ignore = btn_read()) > 0) { ui_state = UI_GAME_SOLDIER; game_init(); return; } } }
/**@brief Application main function. */ int main(void) { uint32_t err_code; bool erase_bonds; // Initialize. APP_TIMER_INIT(APP_TIMER_PRESCALER, APP_TIMER_OP_QUEUE_SIZE, false); buttons_leds_init(&erase_bonds); ble_stack_init(); gap_params_init(); services_init(); advertising_init(); conn_params_init(); gpio_init(); timer_init(); //timer task to refresh RGB LED Board game_init(); err_code = ble_advertising_start(BLE_ADV_MODE_FAST); APP_ERROR_CHECK(err_code); // Enter main loop. for (;;) { power_manage(); moveDisc(getInput()); } }
function main() { video_set( 1024, 768, 32, 2 ) ; level_state = 0 ; game_init() ; sceneManager() ; // MAIN GAME LOOP // while(1) { if( level_state == 0 ) { // pause the game freeze_mode = 1 ; } else { freeze_mode = 0; } wait(1); } }
int main() { // init srand(time(NULL)); if (!glfwInit()) fatal("glfwInit() failed!"); window = glfwCreateWindow(640, 480, "title", NULL, NULL); if (!window) fatal("glfwCreateWindow() failed!"); glfwMakeContextCurrent(window); glewExperimental = true; if (glewInit() != GLEW_OK) fatal("glewInit() failed!"); glClearColor(0.0, 0.0, 0.2, 0.0); glEnable(GL_DEPTH_TEST); // glEnable(GL_CULL_FACE); glCullFace(GL_BACK); game_init(); double lasttime = glfwGetTime(); // gameloop while (!glfwWindowShouldClose(window)) { double time = glfwGetTime(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); game_update(time - lasttime); glfwSwapBuffers(window); glfwPollEvents(); lasttime = time; } // free glfwDestroyWindow(window); glfwTerminate(); }
int main(int argc, const char ** argv) { struct timeval start_time, end_time; struct timespec tspec = {0, 0}; struct timespec left = {0, 0}; int error; long long elapsed; float cam_center_x, cam_center_y; if (swiftsure_log_init() < 0) { printf("Bad times, we couldn't open our log file =(\n"); return -1; } rendering_init(); if (input_init() < 0) { printf("Bad times, we couldn't initialize the input subsystem\n"); return -1; } action_init(); world.width = WORLD_SIZE; world.height = WORLD_SIZE; world_init(&world, 1); game_init(); swiftsure_log(INFO, "Startin engines\n"); frame = 0; elapsed = 16666; while (1) { gettimeofday(&start_time, NULL); game_get_avg_pos(&cam_center_x, &cam_center_y); render_set_camera(-cam_center_x, -cam_center_y, 4); handle_events(); action_perform(); render_start_frame(); render_world(&world); game_render_players(); render_end_frame(); ++frame; physics_tick(&world, 10. / elapsed); //Rate limiting gettimeofday(&end_time, NULL); elapsed = (end_time.tv_sec - start_time.tv_sec) * 1000000 + (end_time.tv_usec - start_time.tv_usec); if (elapsed < 16666) { tspec.tv_nsec = (16666 - elapsed) * 1000; error = nanosleep(&tspec, &left); if (error < 0) { swiftsure_log(DEBUG, "We had %d seconds and %d nanoseconds left to sleep, errno %d\n", left.tv_sec, left.tv_nsec, errno); } } } }
void net_game_thread(net_client_descr_t *clients) { Field *net_field = malloc(sizeof(Field)); char* field_buffer = malloc(512); game_init(net_field); for(int i = 0; i < MAX_CONNECTIONS; i++) { // sending packet 2 (game start) Packet *p = (Packet*) packet_create(2, 1, "1"); queue_push(clients[i].send, p); clients[i].field = net_field; } while(net_server_status != SHUTDOWN) { game_update(net_field); int game_over = 1; for(int i = 0; i < MAX_CONNECTIONS; i++) { if (!net_field->players[i].is_dead) game_over = 0; } if (game_over) { Packet* p = (Packet *) packet_create(8, 1, "1"); for(int i = 0; i < MAX_CONNECTIONS; i++) queue_push(clients[i].send, p); net_server_status = SHUTDOWN; break; } packer_pack_field(field_buffer, net_field); Packet* p = (Packet*) packet_create(3, strlen(field_buffer), field_buffer); for(int i = 0; i < MAX_CONNECTIONS; i++) queue_push(clients[i].send, p); usleep(30000); } }
int main(int argc, char *argv[]){ gtk_init(&argc, &argv); game_init(); layout_init(); gtk_main(); return 0; }
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { system_init(); if (DxLib_Init() == -1 || SetDrawScreen(DX_SCREEN_BACK) != 0)return -1; // 初期化と裏画面化 game_init(); LogSP log1 = LogSP(new Log("あいうえお")); LogSP log2 = LogSP(new Log("かきくけこ")); LogSP log3 = LogSP(new Log("さしすせそ")); manager.push(log1); manager.push(log2); manager.push(log3); while (ProcessLoop()) { mso::KeyBoard::SetNowState(); manager.process(); mso::FpsController::Wait(); mso::FpsController::Draw(); ScreenFlip(); // 裏画面反映 mso::KeyBoard::KeepPrevState(); } DxLib_End(); return 0; }
void game_start_stop(GtkMenuItem *widget, gpointer user_data) { game_play=!game_play; gtk_widget_set_sensitive(GTK_WIDGET(widget), FALSE); if(game_play) { gtk_widget_set_sensitive(menu_game_stop,TRUE); gtk_widget_set_sensitive(menu_game_quick,FALSE); gtk_widget_set_sensitive(menu_game_start,FALSE); gtk_widget_set_sensitive(Start_stop_button,TRUE); gtk_label_set(GTK_LABEL(Start_stop_button_label),start_stop_str[1]); gtk_widget_set_sensitive(Pause_button,TRUE); gtk_widget_grab_default(Pause_button); game_init(); make_noise(options.noise_l,options.noise_h); from_virtual(); move_block(0,0,0); current_level = options.level; update_game_values(0,current_level,0); timer = gtk_timeout_add(level_speeds[current_level],(GtkFunction)game_loop,NULL); } else game_over_init(); }
int main ( int argc, char** argv ) { printf("Starting test ... \n"); gamepad_buttons[0] = 0; // all up gamepad_buttons[1] = 0; game_init(); printf(" Game init done. \n"); // program main loop for (int i=0;i<EMU_FRAMES;i++) { handle_gamepad(); // update game game_frame(); // update time vga_frame++; // one sound buffer per frame game_snd_buffer(audio,BITBOX_SNDBUF_LEN); refresh_screen(); } // end main loop // all is well ;) printf(" Test OK !\n"); return 0; }
void eng_newgame(void) { // Is this needed? // Well, should not be to expensive so we can re-set // when getting position. game_init(&(eng.game)); }
int menu_proc_play_normal(int i, void * p) { al_hide_mouse_cursor(t3f_display); enemy_spawn_logic = enemy_spawn_logic_normal; game_init(); return 1; }
static void handle_action(game_init_box_t *box, int action) { switch (action) { case ACTION_START_GAME: game_init(); if (box->game_mission < 0) { random_state_t rnd = {{ 0x5a5a, time(NULL) >> 16, time(NULL) }};
int main (int argc, char *argv[]) { GAME *game = game_init (); game_loop (game); game_destroy (game); return EXIT_SUCCESS; }
cDangerousGame::cDangerousGame( const int screen_width, const int screen_height ){ finished = false; started = false; startButton = BUTTON_NOT_PRESSED; message = NULL; screen = NULL; background = NULL; opponents = NULL; player = NULL; font = NULL; timeMessage = NULL; playerMessage = NULL; textColor = { 255, 255, 255 }; bool init = game_init( (int) screen_width, (int) screen_height ); if( !init ) { printf("initialitation failed\n"); } bool loading = load_files(); if( !loading ) { printf("loading files failed\n"); } playerDetails = new cPlayer(); clip[ 0 ].x = 0; clip[ 0 ].y = 0; clip[ 0 ].w = 40; clip[ 0 ].h = 40; clip[ 1 ].x = 40; clip[ 1 ].y = 0; clip[ 1 ].w = 40; clip[ 1 ].h = 40; clip[ 2 ].x = 0; clip[ 2 ].y = 40; clip[ 2 ].w = 40; clip[ 2 ].h = 40; clip[ 3 ].x = 40; clip[ 3 ].y = 40; clip[ 3 ].w = 40; clip[ 3 ].h = 40; srand(time(NULL) + getpid()); ball1 = new cBall( wRand(), hRand(), 10, 10, screen_h, screen_w ); ball2 = new cBall( wRand(), hRand(), 10, -10, screen_h, screen_w ); ball3 = new cBall( wRand(), hRand(), -10, 10, screen_h, screen_w ); ball4 = new cBall( wRand(), hRand(), -10, -10, screen_h, screen_w ); timeGameStarted = 0;//SDL_GetTicks(); timeForOneRound = 120; lastBlittTime = -1; playerPoints = 0; createPlayerPointMessage(); }
int main(void) { // initialize stdlib things signal(SIGINT, _finish); srand(time(NULL)); atexit(_exit_cb); // initialize ncurses initscr(); keypad(stdscr, true); nonl(); cbreak(); // TODO use raw() and handle CTRL inputs manually (no signal) noecho(); curs_set(false); nodelay(stdscr, true); // TODO support no color mode (just investigate if attron works) if (!has_colors()) { FPRINTF(stderr, "ncurses colors not supported\n"); exit(EXIT_FAILURE); } start_color(); init_pair(COLOR__GRASS, COLOR_WHITE, COLOR_GREEN); init_pair(COLOR__HP_GOOD, COLOR_GREEN, COLOR_GREEN); init_pair(COLOR__HP_WARNING, COLOR_YELLOW, COLOR_YELLOW); init_pair(COLOR__HP_DANGER, COLOR_RED, COLOR_RED); names_init(); struct game game; audio_init(&game.audio); game_init(&game); // TODO clean this up struct map_chunk chunk; map_chunk_init(&chunk); game.chunk = &chunk; // TODO improve game loop // - "rendering" and update tick do not need to have same rate // - fix input triggering after letting go, etc. for (;;) { int c = getch(); game_handle_input(&game, c); game_tick(&game); game_render(&game); ++game.frame; usleep(100000); } // clean up audio audio_destroy(&game.audio); return EXIT_SUCCESS; }
static void window_load(Window *window) { Layer *window_layer = window_get_root_layer(window); GRect bounds = layer_get_bounds(window_layer); layer = layer_create(bounds); layer_add_child(window_layer, layer); game_init(); game_start(layer); }
int main(){ game g; game_init( &g ); game_run ( &g ); game_over( &g ); return 0; }
struct game_t* game_create() { struct game_t* g = malloc(sizeof(struct game_t)); if (g) { game_init(g); } return g; }
int main(int argc, char *argv[]) { game_init(); while (!quit_flag) { game_event(&event); game_loop(); game_render(); } game_destroy(); return EXIT_SUCCESS; }
void modinit_eng(void) { eng.iomode = IOMODE_NORMAL; eng.searchmode = SEARCHMODE_NORMAL; eng.debug = FALSE; eng.sig_exit = FALSE; eng.sig_newgame = FALSE; eng.sig_stop = FALSE; game_init(&(eng.game)); }
JNIEXPORT int JNICALL Java_com_fiftyply_mosaic_GameSurfaceView_nativeStep(JNIEnv* env, jobject obj) { //LOGI("nativeStep"); if(!have_initialized) { renderer_enqueue_sync(renderer_init, NULL); game_init(); have_initialized = 1; } return loop_once(); }
static void mainproc(void *arg) { Dynamic *dynamicp; Gfx *glistp; Control cont; init_dma(); init_task(); init_framebuffer(); read_rom( _staticSegmentStart, _staticSegmentRomStart, _staticSegmentRomEnd ); read_rom( _dkSegmentStart, _dkSegmentRomStart, _dkSegmentRomEnd ); read_rom( _dk7SegmentStart, _dk7SegmentRomStart, _dk7SegmentRomEnd ); read_rom( _roadSegmentStart, _roadSegmentRomStart, _roadSegmentRomEnd ); read_rom( _l2_tvSegmentStart, _l2_tvSegmentRomStart, _l2_tvSegmentRomEnd ); init_controlers( &cont ); game_init(); while (1) { read_controler( &cont ); dynamicp = &dynamic; guOrtho( &dynamicp->projection, -(float) SCREEN_WD / 2.0F, (float) SCREEN_WD / 2.0F, -(float) SCREEN_HT / 2.0F, (float) SCREEN_HT / 2.0F, 1.0F, 10.0F, 1.0F ); guRotate( &dynamicp->modeling, 0.0F, 0.0F, 0.0F, 1.0F ); glistp = dynamicp->glist; /* rcp rdp & color frame buffer initialize */ glistp = init_rcprdp( glistp, (char *)_staticSegmentStart, draw_buffer ); glistp = clear_cfb( glistp ); /* game main */ glistp = game_main( glistp, &cont ); gDPFullSync(glistp++); gSPEndDisplayList(glistp++); assert((glistp - dynamicp->glist) < GLIST_LEN); start_task( glistp, dynamicp ); swap_framebuffer( draw_buffer ); draw_buffer ^= 1; } }
int main(int argc, char *argv[]) { if(argc != 3) { fprintf(stderr, "Please use client like : client <srv_address> <srv_port>\n"); return -1; } int sockfd, len, result, port; if (sscanf(argv[2],"%i",&port)!=1){ perror("Port invalide.\n"); return -1; } struct sockaddr_in address; sockfd = socket(PF_INET, SOCK_STREAM, 0); if (sockfd == -1) { perror("Creation de socket impossible.\n") ; return -1 ; } address.sin_family = AF_INET; address.sin_addr.s_addr = inet_addr(argv[1]); address.sin_port = htons(port); len = sizeof(address); result = connect(sockfd, (struct sockaddr *)&address, len); if(result == -1) { perror("Impossible de se connecter "); return -1; } Game* game = malloc(sizeof(Game)); Params* params = malloc(sizeof(Params)); params->p_screen = malloc(sizeof(Screen)); params->sock = sockfd; game_init(game); params->p_game = game; if (SDL_Init(SDL_INIT_VIDEO) == -1) { fprintf(stderr, "Erreur d'initialisation de la SDL : %s\n", SDL_GetError()); exit(EXIT_FAILURE); } params->p_screen->ecran = SDL_SetVideoMode(800, 600, 32, SDL_HWSURFACE); SDL_WM_SetCaption("Bataille Navale Royale", NULL); if(pthread_create(&pth_recv,NULL,cl_recv,params)){ printf("Erreur lors de la creation du thread de lecture.\n"); return -1; } if(pthread_create(&pth_display,NULL,cl_display,params)){ printf("Erreur lors de la creation du thread d'affichage.\n"); return -1; } if(pthread_join(pth_recv, NULL) && pthread_join(pth_display, NULL)){ printf("Joining error"); return -2; } free(params->p_game); free(params); close(sockfd); exit(0); }
// Engine ---------------------------------------------------------------------- // ----------------------------------------------------------------------------- int engine_create(const int width, const int height, const int scale, const int fps) { engine = (struct Engine*)malloc(sizeof(struct Engine)); if (!engine_init(width, height, scale, fps)) { free(engine); return 1; } game_init(); // Main Loop, o'rly? int render_start = 0, render_diff = 0, render_wait = 0; int fps_count = 0, fps_time = 0; while (engine->running) { render_start = SDL_GetTicks(); engine_events(); if (key_pressed(SDLK_p)) { engine_pause(!engine->paused); } if (!engine->paused) { game_update(); } engine_clear_keys(); engine_clear_mouse(); game_render(engine->screen); SDL_Flip(engine->screen->bg); // Limit FPS render_diff = SDL_GetTicks() - render_start; if (render_diff > 0) { render_wait = engine->fps_wait - render_diff; if (render_wait > 0) { SDL_Delay(render_wait); } if (!engine->paused) { engine->time += SDL_GetTicks() - render_start; } } // Count FPS if (!engine->paused) { fps_count++; if (fps_count >= 10) { engine->fps_current = 1000 / ((engine->time - fps_time) / fps_count); fps_count = 0; fps_time = engine->time; } } } // Cleanup game_quit(); engine_cleanup(); return 0; }
void game_main(void) { game_mode(); switch (game.mode) { case 0: game_init(); game_p1(); break; case 1: game_init(); game_p2(); break; case 2: game_conn2(); break; case 3: game_conn3(); break; } }
int main(int argc, char *argv[]) { /* Signal handlers */ sigaction_wrapper(SIGINT, sigint_handler); /* Start the game */ g = game_init(); game_run(g); game_free(g); return 0; }