int main(){ numRounds = 1; //ask for number of players numberOfPlayers(); //ask players to choose a level selectLevel(); //play game playGame(); int round = playAgain(); while (round == 1){ reset(); numRounds++; playGame(); round = playAgain(); } if (round == 0){ displayFinalScore(); } return 0; }
bool mainMenu() { characterInfo player; int menuSelect; system("cls"); cout<< "(1)New game" <<endl; cout<< "(2)Load game" <<endl; cout<< "(3)Exit" <<endl; cout<< "What would you like to do? "; cin>>menuSelect; switch(menuSelect) { case 1: system("cls"); player = characterInit(1); playGame(player); break; case 2: system("cls"); player = characterInit(2); playGame(player); break; case 3: return false; break; default: return true; break; } }
int playGame(int* board, int left, int right) { if (left > right) return 0; int& ret = cache[left][right]; if (ret != EMPTY_VALUE) return ret; ret = max(board[left] - playGame(board, left+1, right), board[right] - playGame(board, left, right - 1)); if (right - left + 1 >= 2) { ret = max(ret, -playGame(board, left + 2, right)); ret = max(ret, -playGame(board, left, right - 2)); } return ret; }
void GameMenu::getPlayer(int i) { if(i == 0) { this->hide(); glView->setFocus(); emit playGame(0); return; } bool ok; QInputDialog *dialog1 = new QInputDialog(); QString name = dialog1->getText(this, tr(std::string("Player" + std::to_string(i)).c_str()), tr("Name:"), QLineEdit::Normal, QDir::home().dirName(), &ok); if (ok && !name.isEmpty()) { glView->p1.name = name.toStdString(); glView->p1.score = 0; glView->p1.winner = false; } else ok = false; if(i > 1) { QInputDialog *dialog2 = new QInputDialog(); QString name = dialog2->getText(this, tr(std::string("Player" + std::to_string(i)).c_str()), tr("Name:"), QLineEdit::Normal, QDir::home().dirName(), &ok); if (ok && !name.isEmpty()) { glView->p2.name = name.toStdString(); glView->p2.score = 0; } else ok = false; } else { glView->p2.name = "Computer"; glView->p2.score = 0; glView->p2.winner = false; } this->hide(); glView->setFocus(); emit playGame(i); }
bool playGame(vector<int> a, vector<int>& visited, int &index) { visited[index] = 1; // Validate if(visited[index]) return false; if(a[index] == 0) return TRUE; bool leftRetVal = playGame(a, visited, index + a[index]); bool rightRetVal = playGame(a, visited, index - a[index]); return (leftRetVal || rightRetVal); }
void Game::run() { int selection; string filename, tester; ifstream testStream; display("\nWelcome to the adventure game!\n"); do { display("\nWhat will you do? (enter the number corresponding to your selection)\n 1. New game\n 2. Load game\n 0. Quit game\n"); selection = getSelection(); switch (selection) { case 1: cout << '\n'; if (loadDefaultData() == OK) playGame(); break; case 0: break; case 2: display("\nWhat is the name of your save file? (press enter to cancel)\n"); getline(cin, filename); testStream.open(filename.c_str()); getline(testStream, tester); if (filename != "") { if (tester != "start_save_file") { stringstream output; output << "\nSorry, " << filename << " is not the name of a valid save file. Try again.\n"; display(output.str()); selection = -1; break; } testStream.close(); if (loadGame(filename) == ERROR) cout << "Error: something went wrong with loadGame().\n"; else { cout << '\n'; playGame(filename); } } break; default: display("Invalid selection. Try again.\n"); break; } } while (selection != 0); display("\nGood bye! Thanks for playing!\n\n"); }
int main() { // Room names array. Static, but dynamically assigned to each room. // There must be more names here than MAX_ROOMS! // char *roomNames[10] = { "Mozart", "Schubert", "Beethoven", "Bach", "Wagner", "Vivaldi", "Pachelbel", "Satie", "Berg", "Chopin" }; // Array holding Room names read in from files (see readRooms()). // char *readRoomNames[MAX_ROOMS] = {0}; // Array of pointers to Rooms. This array is first used to set up // Rooms to be output to files (see setupRooms()), then it is reused // to read in Rooms from files (see readRooms()). // struct Room *prooms[MAX_ROOMS]; // Holds the name of the output file directory. // char dirName[30]; // Create the output file directory. The name is hardcoded to include // my ONID username (ratclier), then ".rooms.", then the PID of the // running program. This directory is not removed at the end of the // game, per assignment guidelines. // sprintf(dirName, "%s.%ld", "ratclier.rooms", (long) getpid()); mkdir(dirName, 0755); // File permissions: u = rwx, g = r-x, o = r-x // 421 4-1 4-1 // 7 5 5 // Set up the Room files. // setupRooms(prooms, dirName, roomNames); // Read the Room data in from files. // readRooms(prooms, dirName, readRoomNames); // Play the game. // playGame(prooms, readRoomNames); // Clean up Room struct pointers. // cleanRooms(prooms); return 0; }
int main() { hideCursor(); char title[] = "Simple Game Demo"; setTitle(title); int opt = displayMainMenu(); while (opt != 3) { clrscr(); if (opt == 0) { char msg[] = "Let's play a game\nEat the # to win the game"; displayMsg(0, 0, msg); Sleep(1000); clrscr(); playGame(); } else if (opt == 1) { printf("This is load"); } else if (opt == 2) { printf("This is setting"); } clrscr(); opt = displayMainMenu(); } return 0; }
int main(int argc, char *argv[]) { int i; int board_size; int **board; printf("===================================\n"); printf("Welcome to verTIC-horizonTAC-TOE!\n"); printf("===================================\n"); printf("Please select the size of the board: "); /* take input for the size of board, exit program if input not valid */ if (scanf("%d", &board_size) != 1) { printf ("Input Error!\n"); return EXIT_FAILURE; } /* allocate memory to the board array */ board = calloc(board_size, sizeof *board); for (i=0; i<board_size; i++) { board[i] = calloc(board_size, sizeof *board[i]); } /* start playing tic-tac-toe */ playGame(board, board_size); return 0; }
int main() { FILE *fp = fopen("dictionary.txt", "r"); CVector** dict = malloc(MAX_WORD_SIZE * sizeof(CVector*)); for (int i = 0; i < MAX_WORD_SIZE; i++) { dict[i] = NULL; } readDict(fp, dict); fclose(fp); char replay = 1; while (replay == 1) { int wordLength = chooseWordLength(dict); CVector *wordVec = dict[wordLength]; playGame(wordVec, wordLength); printf("Do you want to replay (Y/N)? "); char *s = malloc(MAX_WORD_SIZE); scanf("%s", s); if (strcmp(s, "y") == 0 || strcmp(s, "Y") == 0) replay = 1; else { replay = 0; free(wordVec); } } for (int i = 0; i < MAX_WORD_SIZE; i++) { cvec_dispose(dict[i]); // if (dict[i] != NULL) { // cvec_dispose(dict[i]); // } } free(dict); return 0; }
int main(int argc, char *argv[]){ struct BSTree *tree = newBSTree(); startScreen(); buildTree(tree); playGame(tree); return 0; }
void printMenu(char choice[],char path[],char input[]) { system("clear"); printf("********************************\n"); printf("* *\n"); printf("* Hang Man! *\n"); printf("* *\n"); printf("* ************** *\n"); printf("* * Play! * *\n"); printf("* ************** *\n"); printf("* *\n"); printf("* ************** *\n"); printf("* * Settings! * *\n"); printf("* ************** *\n"); printf("* *\n"); printf("* *\n"); printf("********************************\n"); scanf("%s",input); if(strcmp(input,"play")== 0||strcmp(input,"Play")== 0) { playGame(path); } else if(strcmp(input,"settings")== 0||strcmp(input,"Settings")== 0) { printSettings(); } }
void GameApp::run() { loadedSurface = IMG_Load("res/arrow.png"); if(!loadedSurface) { printf("no image...IMG_Load: %s\n", IMG_GetError()); // handle error } sheep = SDL_CreateTextureFromSurface(gRenderer, loadedSurface); if(sheep == NULL) { printf("Unable to create ship texture! SDL Error: %s\n", SDL_GetError()); quit=true; } SDL_FreeSurface(loadedSurface); loadedSurface = IMG_Load("res/rightm.png"); rocket = SDL_CreateTextureFromSurface(gRenderer, loadedSurface); if(rocket == NULL) { printf("Unable to create rocket texture! SDL Error: %s\n", SDL_GetError()); quit=true; } SDL_FreeSurface(loadedSurface); //printf("Calling createPlayers() function...\n"); createPlayers(); //printf("Calling playGame() function...\n"); playGame(); }
void GP::selfImprovePop() { int results; //Thread Here for(unsigned int i=0;i<pop.size();i++) { mutant[i]=pop[i]; do { results=rand()%mutant[i].early.size(); mutant[i].early[results]=rand()%6; } //ensure that its changed while(mutant[i].early[results] == pop[i].early[results]); do { results=rand()%mutant[i].late.size(); mutant[i].late[results]=rand()%6; } //ensure that its changed while(mutant[i].late[results] == pop[i].late[results]); if(!playGame(pop[i],mutant[i],host,results)) { cerr<<"GAIB: playGame failed during mutation step"<<endl; } mutant[i].turnSwap=rand()%6+247; //if the original LOST if(results<0) { cout<<"TOPTEIR Someone was selfImproved"<<endl; pop[i]=mutant[i]; } } }
int main(int argc,char* argv[]) { Hashtable* theTable = readWordList("pairs.txt"); playGame(theTable); destroyHTable(theTable); return 0; }
/***************************************************************************** Function: playGame Inputs: node for this board, plus player (to get to this board) Returns: nothing Description: play the game of TTT *****************************************************************************/ void playGame (NodeP node, char player) { int bestChild; /* which of the children to move to */ NodeP nextNode; /* the node for that child */ if (!gameOver(node)) { /* if we're not yet done */ printNode(node); /* print the board and scores */ printf("Next move by player %c\n", player); lookahead(node, player, DEPTH); /* construct the lookahead tree */ bestChild = bestMove(node, player); /* the best move for the player */ nextNode = node->offspring[bestChild]; /**** should free offspring of bestChild, plus all the other children */ MoveCount++; playGame(nextNode, opponent(player)); /* recurse */ } else { /* game is over */ printf("Final board is: \n"); printNode(node); } } /* end playGame */
void XeenEngine::outerGameLoop() { if (_loadSaveSlot != -1) // Loading savegame from launcher, so Skip menu and go straight to game _gameMode = GMODE_PLAY_GAME; while (!shouldQuit() && _gameMode != GMODE_QUIT) { GameMode mode = _gameMode; _gameMode = GMODE_NONE; assert(mode != GMODE_NONE); switch (mode) { case GMODE_STARTUP: showStartup(); break; case GMODE_MENU: showMainMenu(); break; case GMODE_PLAY_GAME: playGame(); break; default: break; } } }
void printSettings() { system("clear"); char userInput[Size]; printf("********************************\n"); printf("* *\n"); printf("* *\n"); printf("* Enter file or folder *\n"); printf("* *\n"); printf("* *\n"); printf("* *\n"); printf("* *\n"); printf("* *\n"); printf("* *\n"); printf("********************************\n"); scanf("%s",userInput); if(strstr(userInput,"back")) { } else { playGame(userInput); } }
// ----------------------------------------------------------------------- // main: // The main program parses commandline arguments and starts a game. // int main (int argc, char *argv[]) { Gmp *gmp; Load_Arguments (argc, argv); joseki_count = Pattern_Load_Text_File (joseki_list, MAX_PATTERNS, joseki_file); pattern_count = Pattern_Load_Text_File (pattern_list, MAX_PATTERNS, pattern_file); srand(time(NULL)); gmp = gmp_create(0, 1); while (1) { gmp_startGame (gmp, -1, -1, 5.5, -1, -1); // This allows the other side to set the parameters. waitForNewGame(gmp); if (gmp_handicap(gmp) > 9) { fprintf(stderr, "I don't know how to play handicap games greater than 9.\n"); exit(1); } playGame(gmp, gmp_size(gmp), gmp_handicap(gmp), gmp_iAmWhite(gmp)); } fclose (debug); exit(0); } // main
int main(int argc, char** argv){ Parameters param(argc, argv); srand(param.seed); RAMFeatures ramFeatures; BPROFeatures bproFeatures(param.gameName); vector<vector<vector<float> > > w; loadWeights(param, &bproFeatures, w); ALEInterface ale(0); ale.setInt ("random_seed" , param.seed); ale.setInt ("max_num_frames_per_episode", 18000 ); ale.setBool ("color_averaging" , true ); ale.setFloat("frame_skip" , 1 ); ale.setFloat("repeat_action_probability" , 0.00 ); ale.loadROM(param.romPath.c_str()); for(int i = 0; i < 2 * NUM_BITS; i++){ frequency.push_back(0.0); } int totalNumFrames = 0; for(int episode = 0; totalNumFrames < MAX_NUM_FRAMES; episode++){ totalNumFrames = playGame(ale, &ramFeatures, &bproFeatures, w, param, totalNumFrames, episode); totalNumFrames += ale.getEpisodeFrameNumber(); } return 0; }
int main(){ srand(time(NULL)); start = time(NULL); flag_password = rand() % 999999; printf("\nSeed value = %d\n", flag_password); fflush(stdout); playGame(); return 0; }
void TetrisModel::startGame(int level) { // assign level value m_curLevel = level; // playGame(); }
// Controls the display when user wins the game void win(){ unsigned char end[] = "You Win!"; info (end); sleep(1); unsigned char re[] = "Restarting ..."; info (re); sleep(2); playGame(); }
// Controls the display when user loses the game void gameOver(){ unsigned char end[] = "Bye"; info (end); sleep(1); unsigned char re[] = "Restarting ..."; info (re); sleep(2); playGame(); }
int main (int argc, char *argv[]) { array* a = initArray (7, 5); array* b = initArray (7, 5); playGame (a, b); freeArray (a); freeArray (b); return 0; }
int main(int argc, char *argv[]) { #if defined(__ANDROID__) __android_log_print(ANDROID_LOG_INFO, "Gigalomania", "started main"); #endif playGame(argc, argv); #if defined(__ANDROID__) __android_log_print(ANDROID_LOG_INFO, "Gigalomania", "about to exit main"); #endif return 0; }
int main( ) { char ans; bool done = false; while ( ! done ) { playGame(); // YOU MUST WRITE THIS FUNCTION cout << " Play again (y/n) ? "; cin >> ans; if ( ans == 'y' || ans == 'Y') done = true; else done = false; } return 0; }
void gameOver() { system("cls"); SetPos(17, 10); cout << "Game over"; SetPos(13, 11); cout << "Press space to replay..."; while(_kbhit() || !_kbhit()) { if(CTRL_SPACE == _getch()) { break; } } initialize(); playGame(); }
int main() { do { initCurses(); drawBoard(); } while (playGame()); endwin(); return(0); }
int main( ) { char answer; char result; Menu( ); // ***********Answer to playing************* while( answer = playAgain( ) ) { switch( answer ) // The user decides to play the game { case 'y': printf( "Alright! Lets Play!\n\n" ); Instructions( ); // Will jump to the Instuctions Function result = playGame( ); // Will jump to rhe playGame Function // ****************RESULT OF GAME************************* if( result == 'w' ) // After the function playGame returns 'w', the user then won the game. { printf( "\n\nHurray! You Win!\n\n\n" ); } if( result == 'l' ) // Vise versa with the function playGame if it returns 'l'. { printf( "Awwww. I'm sorry but you Lose!\n\n\n" ); } break; case 'n': printf( "Too Bad! Maybe next time!\n" ); //The user decides to not play the game thus the program terminates return 0; case 'v': filePrint( ); break; default: printf( "That was not one of the choices. Please try again.\n\n" ); break; } Menu( ); } }