void Tela::changeLevel() {

			if(changedLevel && user->getPontuacao() > 1000 && user->getPontuacao() < 3000) {
            //if(changedLevel && user->getPontuacao() > 100 && user->getPontuacao() < 150) { Para testes
				level = 2;
				fillMatriz(5);
                changedLevel = false;
				showLevelUp();
                showGame();
			} else if(!changedLevel && user->getPontuacao() >= 3000 && user->getPontuacao() < 6000) {
            //} else if(!changedLevel && user->getPontuacao() >= 150 && user->getPontuacao() < 200) { Para testes
				level = 3;
				fillMatriz(6);
                changedLevel = true;
				showLevelUp();
                showGame();
			} else if(changedLevel && user->getPontuacao() >= 6000 && user->getPontuacao() < 10000) {
            //} else if(changedLevel && user->getPontuacao() >= 250 && user->getPontuacao() < 300) { Para testes
				level = 4;
				fillMatriz(7);
                changedLevel = false;
				showLevelUp();
                showGame();
			} else if(!changedLevel && user->getPontuacao() >= 10000) { // esse é o zerar do jogo
            //} else if(!changedLevel && user->getPontuacao() >= 300) {  Para testes
                /* SHOW GAME OVER */
                level = 5;
			}
		}
Exemple #2
0
/*
	gets a game where the next player is the AI. show loading Image until the computer makes it's move and then make the move on board
	PRECONDITON: DeleteWidgets(&(screen->widgetChildren)) was made
	throws : malloc__error(), calloc_error(),SDL_LoadBMPError(), SDL_DisplayFormatError(), 
	SDL_SetColorKeyError(), SDL_BlitSurfaceError(),SDL_FlipError() 
*/
void GUImakeAITurn(){
	move m; 
	mainGame->isLoadingAIMove=1;
	showGame();
	if(standart_fail){return;}
	m=get_AI_Move(mainGame->gameInfo);
	if(standart_fail){return;}
	mainGame->isCheckMate=applyMove(mainGame->gameInfo,&m);
	if(standart_fail){return;}
	DeleteWidgets(&screen->widgetChildren);
	mainGame->isLoadingAIMove=0;
	showGame();
}
Exemple #3
0
/*
*	handle clicking on the board
*	throws calloc errors, malloc__error(), calloc_error(),SDL_LoadBMPError(), SDL_DisplayFormatError(), 
*   SDL_SetColorKeyError(), SDL_BlitSurfaceError(),SDL_FlipError()
*/
void handleBoardSelection(Widget *widget, int xClicked, int yClicked)
{
	int row = 0, col = 0;
	move moveToBeApplied={0};
	if(mainGame->isCheckMate==2)
		return;
	yClicked-=20;
	xClicked-=20;
	row = BOARD_SIZE - ( yClicked / PIECE_SIZE ) - 1;
	col =  ( xClicked / PIECE_SIZE );
	if(mainGame->pieceWasClicked){
		moveToBeApplied.row = mainGame->clickedPieceRow;
		moveToBeApplied.col = mainGame->clickedPieceCol;
		moveToBeApplied.newRow = row;
		moveToBeApplied.newCol = col;
		moveToBeApplied.promoteTo = mainGame->promoteTo;
		graphicMoveToCastle(&moveToBeApplied);
		if(isMoveLegal(mainGame->gameInfo,&moveToBeApplied)){
			if(standart_fail) return;
			mainGame->isCheckMate=applyMove(mainGame->gameInfo, &moveToBeApplied);
			if(standart_fail) return;
		}
		mainGame->pieceWasClicked = 0; /* need to reset the flag saying if we clicked */
		mainGame->promoteTo=0; /* reseting the option to promote */
		DeleteWidgets(&(screen->widgetChildren));
		
		/*PvsAI and AI Turn*/
		if( (mainGame->isCheckMate!=2) && (isAITurn(mainGame->gameInfo)) )
			GUImakeAITurn();
		else
			showGame();
	}

	else
	{   /*we might be clicking on a piece for movement and its with our color (player color) */
		if( occupier_color(row, col , mainGame->gameInfo->boardPointer) == mainGame->gameInfo->nextTurnPlayerColor )
		{
			mainGame->pieceWasClicked = 1;/* set the flag saying "we clicked!" */
			mainGame->clickedPieceCol = col;/* save coordinates of the click */
			mainGame->clickedPieceRow = row;
			if(isPawnBeforePromotionMarked()){
				if(standart_fail) return;
				mainGame->promoteTo=getQueenChar(mainGame->gameInfo->nextTurnPlayerColor);
			}
			/*color the appropriate square - do a label on the label place a button - we put the piece */
            DeleteWidgets(&(screen->widgetChildren));
	        showGame();
		}
	}
}
Exemple #4
0
int main(int argc, const char * argv[]){

    sudokuGrid sample;

    readGame(sample);

    showGame(sample);
    printf("\n\n\n\n");

    if(hasSolution(sample)){
        showGame(sample);
    }

    getch();
    return 0;
}
Exemple #5
0
/*
*	throws : malloc__error(), calloc_error(),SDL_LoadBMPError(), SDL_DisplayFormatError(), 
*   SDL_SetColorKeyError(), SDL_BlitSurfaceError(),SDL_FlipError() 
*/
void updatePromotionToKnight(Widget* widget, int optionNum, int y )
{
	int player=mainGame->gameInfo->nextTurnPlayerColor;
	DeleteWidgets(&(screen->widgetChildren));
	mainGame->promoteTo=getKnightChar(player);
	showGame();
}
Exemple #6
0
/*Recives a widget which is a button (namely a slot) and according to that buttton 
  constructs the name of its co-relating file and saves the game's info in a file: chess(file number).xml
  throws : malloc__error(), calloc_error(),SDL_LoadBMPError(), SDL_DisplayFormatError(), 
  SDL_SetColorKeyError(), SDL_BlitSurfaceError(),SDL_FlipError() */
void SaveSlotClicked(Widget *widget, int x, int y)
{
	int slotNumber = 0;
	char *fileName=getFileName(widget->source, &slotNumber);
	if(standart_fail) return;
	(*mainGame->saveGameFunc)(mainGame->gameInfo, fileName);
	free(fileName);
    file_slots[slotNumber-1].isFree = false;
	DeleteWidgets(&screen->widgetChildren);
	showGame();
}
/*****************************************************************
 * 函数名称:execGame
 * 描述说明:运行连连看游戏
 * 输入参数:p_gameUi:游戏体指针,blockNum:当前关数
 * 输出参数:1:重新开始当前关2:返回3:闯关成功4:超时5:死局
*****************************************************************/
int execGame(gameUi_t *p_gameUi, int blockNum)
{
	int ret = 0;
	struct LcdDot touchXY;

	gameExeFlag = 1;
	restTime = 75;
	noConnectTime = 0;
	initGame(p_gameUi, blockNum);
	showGame(p_gameUi);
	
	while(1){
		while(GetTouch(&touchXY) == 0);

		if(restTime <= 0){
			gameExeFlag = 0;
			return 4;
		}

		if(noConnectTime > 3){
			if(haveConnect(&p_gameUi->m_mat) == 0){
				gameExeFlag = 0;
				return 5;
			}else{
				noConnectTime = 0;
			}
		}

		ret = doGame(&p_gameUi->m_gameMng, &p_gameUi->m_mat, &touchXY);
		if(ret != 0){//按在矩阵内
			if(ret == 2){//点击第二次
				if(seccess(&p_gameUi->m_gameMng)){
					gameExeFlag = 0;
					return 3;
				}else{
					//gameDelay(1000);
					//showGame(p_gameUi);	
				}
			}
		}else{//按在矩阵外
			//showGame(p_gameUi);
			ret = getMenu(&p_gameUi->m_ui, &touchXY);

			if(ret > 0){
				gameExeFlag = 0;
				return ret;
			}
		}
	}

	return 0;
}
Exemple #8
0
/* SHOWS THE GAME, IF COMPUTER STARTS FIRST IT WILL MAKE ITS TURN AND WILL BE SHOWN. 
   THIS FUNCTION DEALS WITH AI STARTING FIRST AS WHITE
   throws : malloc__error(), calloc_error(),SDL_LoadBMPError(), SDL_DisplayFormatError(), 
   SDL_SetColorKeyError(), SDL_BlitSurfaceError(),SDL_FlipError() */
void handleChessGameStart(Widget* widget, int x, int y)
{
	copyChessGame(mainGame->gameInfo,mainGame->startingGameSettings); /*save settings */
	mainGame->pieceWasClicked = 0;
	mainGame->promoteTo=0;
	if((!canPlayerMove(mainGame->gameInfo))&&(!standart_fail)){ /*check for check/mate */
		mainGame->isCheckMate=2;
	}
	else if((!standart_fail)&&(isKingThreatened(mainGame->gameInfo->boardPointer,mainGame->gameInfo->nextTurnPlayerColor))&&(!standart_fail)){
		mainGame->isCheckMate=1;
	}
	else
		mainGame->isCheckMate=0; 
	if(standart_fail) return;
	DeleteWidgets(&(screen->widgetChildren));
	if( (mainGame->gameInfo->gameMode==2) && (mainGame->gameInfo->userColor!=mainGame->gameInfo->nextTurnPlayerColor) )
		GUImakeAITurn();
	else
		showGame();
}
extern void showMainMenu(MI0283QT9 lcd, MENUOBJECTS obj, MY_USART serial){
	
	lcd.fillScreen(BACKGROUND);
	while(1){
		
		char title[] = "RaceGame";
		uint8_t lengthOfString = (strlen(title) * 26); 
		uint8_t x = (240 - lengthOfString);
		
		lcd.drawText(x, 15, title, OBJECTCOLOR, BACKGROUND, 3);
		if(obj.drawButton(lcd, "Singleplayer", 20, 75, 200, 40)){
			showGame(lcd, obj, serial);
		}
		if(obj.drawButton(lcd, "Settings", 20, 135, 200, 40)){
			showSettingMenu(lcd,obj,serial);
		}
		if(obj.drawButton(lcd, "Highscore", 20, 195, 200, 40)){
			showHighscoreMenu(lcd, obj, serial);
		}
		
	}
}
        bool Tela::playGame() {
		    Ponto p1 = {-1, -1}, p2 = {-1, -1}, pDica = {-1, -1};
		    bool quit = false, execute = true;
		    showGame();
            if(testMove() == false) quit = true;
			float frame = 0;
    		Uint32 start = SDL_GetTicks();
			SDL_Rect rect0[20], rect1[20], rect2[20], rect3[20], rect4[20], rect5[20], rect6[20];
		    setrects(rect0, 60, 0);
		    setrects(rect1, 62, 70);
		    setrects(rect2, 58, 140);
		    setrects(rect3, 58, 210);
		    setrects(rect4, 60, 280);
		    setrects(rect5, 64, 350);
		    setrects(rect6, 64, 420);

		    while( execute ) {
		    	changeLevel();
                if( level == 5 ) {
                    execute = false;
                    return execute;
                }

		        if( SDL_PollEvent( &event ) ) {

		            Ponto tmp;

		            //Botão esquerdo do mouse pressionado
		            if( event.type == SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) {
	                    tmp.x = event.button.x;
	                    tmp.y = event.button.y;
                        if((tmp.x >= 135 && tmp.x <= 250) && (tmp.y >= 480 && tmp.y <= 595)) {
                            undoPlay();
                            SDL_Flip( screen );
	                    } else if((tmp.x >= 45 && tmp.x <= 160) && (tmp.y >= 395 && tmp.y <= 505)){
	                    	pDica = getDica();
	        				apply_surface(pDica.x, pDica.y, gems_dica, screen);
        					SDL_UpdateRect(screen, matriz[pDica.x][pDica.y].celula.x, matriz[pDica.x][pDica.y].celula.y, matriz[pDica.x][pDica.y].celula.w, matriz[pDica.x][pDica.y].celula.h);
	                    } else if((tmp.x >= 30 && tmp.x <= 115) && (tmp.y >= 525 && tmp.y <= 605)){
                            if(showConfScreen()) {
                                quit = true;
                                return quit;
                            } else {
                                showGame();
                            }
                        } else if((tmp.x >= 175 && tmp.x <= 265) && (tmp.y >= 380 && tmp.y <= 465)){
                            if(showInstrucoes()) {
                                quit = true;
                                return quit;
                            } else {
                                showGame();
                            }
                        } else if((tmp.x >= MAT_INITIAL_POINT_X && tmp.x <= MAT_INITIAL_POINT_X + 480) && (tmp.y >= MAT_INITIAL_POINT_Y && tmp.y <= MAT_INITIAL_POINT_Y + 480)) {
	                    	if(pDica.x >= 0) {
		        				apply_surface(pDica.x, pDica.y, gems, screen);
	        					SDL_UpdateRect(screen, matriz[pDica.x][pDica.y].celula.x, matriz[pDica.x][pDica.y].celula.y, matriz[pDica.x][pDica.y].celula.w, matriz[pDica.x][pDica.y].celula.h);
	                    	}
		                    tmp.x = (tmp.x - MAT_INITIAL_POINT_X) / 60;
		                    tmp.y = (tmp.y - MAT_INITIAL_POINT_Y) / 60;
			                if(p1.x < 0) {
			                    p1.x = tmp.y;
			                    p1.y = tmp.x;
			                    //Destaca a nova joia selecionada
			                } else if(p2.x < 0) {
			                	if(saoAdjacentes(p1.x, p1.y, tmp.y, tmp.x)) {
				                    p2.x = tmp.y;
				                    p2.y = tmp.x;
			                	} else {
			                		//Ignora selecao
			                		//Tira o destaque da joia que tinha sido selecionada
			        				apply_surface(p1.x, p1.y, gems, screen);
                					SDL_UpdateRect(screen, matriz[p1.x][p1.y].celula.x, matriz[p1.x][p1.y].celula.y, matriz[p1.x][p1.y].celula.w, matriz[p1.x][p1.y].celula.h);
			                		p1.x = tmp.y;
					                p1.y = tmp.x;
			                	}
			                }
	                    }
	                //Se o usuario fechar a janela
		            } else if( (event.type == SDL_QUIT) ) {
		                //Encerra o programa
		                quit = true;
                        return quit;
                    //Se o usuario teclar ESC
	            	} else if ( (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE) ) {
                        level = 5; /* Show Game Over */
                    } else if( (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_SPACE) ) {
	            		if(audio == true) {
							//Pausa a musica
							Mix_PauseMusic();
	            			audio = false;
	            		} else {
							//Toca a musica novamente
							Mix_ResumeMusic();
	            			audio = true;
	            		}
	            	}
		    	}
	            SDL_Rect offset;
	            offset.x = matriz[p1.x][p1.y].celula.x;
	            offset.y = matriz[p1.x][p1.y].celula.y;
	            switch(getElement(p1.x, p1.y)) {
	            	case 1:
						SDL_BlitSurface( gems, &rect0[static_cast<int>(frame)], screen, &offset );
	            		break;
	            	case 2:
						SDL_BlitSurface( gems, &rect1[static_cast<int>(frame)], screen, &offset );
	            		break;
	            	case 3:
						SDL_BlitSurface( gems, &rect2[static_cast<int>(frame)], screen, &offset );
	            		break;
	            	case 4:
						SDL_BlitSurface( gems, &rect3[static_cast<int>(frame)], screen, &offset );
	            		break;
	            	case 5:
						SDL_BlitSurface( gems, &rect4[static_cast<int>(frame)], screen, &offset );
	            		break;
	            	case 6:
						SDL_BlitSurface( gems, &rect5[static_cast<int>(frame)], screen, &offset );
	            		break;
	            	case 7:
						SDL_BlitSurface( gems, &rect6[static_cast<int>(frame)], screen, &offset );
	            		break;
	            }
				SDL_UpdateRect(screen, matriz[p1.x][p1.y].celula.x, matriz[p1.x][p1.y].celula.y, matriz[p1.x][p1.y].celula.w, matriz[p1.x][p1.y].celula.h);
				//Velocidade de transição entre frames
				frame += 0.5;
		 
		        if(frame > 7) {
		        	frame = 0;
		        }
		 
				if(1000/FPS > SDL_GetTicks()-start) 
				{
					SDL_Delay(1000/FPS-(SDL_GetTicks()-start));
				}
            	if((p1.x >= 0) && (p2.x >= 0)) {
		            checkSwitch(p1.x, p1.y, p2.x, p2.y);
		            contrastItem(p1.x, p1.y, matriz[p1.x][p1.y].elemento);
			        apply_surface(p1.x, p1.y, gems, screen);
                	SDL_UpdateRect(screen, matriz[p1.x][p1.y].celula.x, matriz[p1.x][p1.y].celula.y, matriz[p1.x][p1.y].celula.w, matriz[p1.x][p1.y].celula.h);
	                p1.x = -1;
	                p1.y = -1;
	                p2.x = -1;
	                p2.y = -1;
		            if(testMove() == false) 
                        level = 5;
		        }
			}
            return execute;
		}
int main(int argc, char *argv[])
{

    char **playersNameList;
    int totalPlayersNumber;
    int turn, i;
    char buffer[BUFF_SIZE];
    FILE *configFile;

    /* legge gli argomenti */
    char **name1, **name2;

    if (argc < 4) {
        fprintf(stderr,
                "ERROR: Wrong number of arguments. \n USAGE: %s\n",
                USAGE);
        exit(EXIT_FAILURE);
    }
    playersNameList = argv + 3;
    totalPlayersNumber = argc - 3;

    /* controlla se ci sono due giocatori con lo stesso nome */
    for (name1 = playersNameList; *name1; name1++)
        for (name2 = name1 + 1; *name2; name2++)
            if (strcmp(*name1, *name2) == 0) {
                fprintf(stderr, "ERROR: found two player with the"
                        "same name \"%s\"\n", *name1);
                exit(EXIT_FAILURE);
            }
    initIoInterface(argv[2]);
    /* crea e inizializza le strutture dati per i giocatori */
    initPlayersManager(totalPlayersNumber);
    for (; *playersNameList; playersNameList++)
        addPlayer(*playersNameList);

    initBoard();
    /*
     * legge il file di configurazione secondo il formato: 
     *     numero_casella:descrizione della prova\n
     * e aggiunge le descrizioni al tabellone
     */
    if ((configFile = fopen(argv[1], "r")) == NULL) {
        printErr("ERROR: error while opening configuration file\n");
        exit(EXIT_FAILURE);
    }
    while (fgets(buffer, BUFF_SIZE, configFile)) {
        char *description;
        int boxNumber;
        /* legge il numero di casella */
        if ((boxNumber = atoi(buffer)) <= 0) {
            printErr("ERROR:invalid box num(\"%s\") in"
                     " configuration file\n", buffer);
            exit(EXIT_FAILURE);
        }
        /* aggiunge una nuova casella con la relativa descrizione */
        if ((description = strchr(buffer, ':')) == NULL) {
            printErr("ERROR: missing ':' in configuration file\n");
            exit(EXIT_FAILURE);
        }
        addBox(boxNumber, description + 1);
    }
    if (getTotalBoxesNumber() == 0) {
        printErr("ERROR: invalid configuration file\n");
        exit(EXIT_FAILURE);
    }
    fclose(configFile);
    printBoard();
    showGame();
    /* avvia la simulazione del gioco */
    srand(time(NULL));
    for (turn = 0; !allPlayersDone(); turn++) {
        if (!nextStep())
            return EXIT_SUCCESS;
        printMessage("\n**************************************\n");
        printMessage("turno %d", turn + 1);
        printMessage("\n**************************************\n");
        showGame();
        /*
         * per ogni giocatore G che non ha terminato il gioco: 
         * 1. se G  e' fermo per un turno cambia il suo stato in
         *      modo che al turno successivo venga rimesso in gioco 
         * 2. altrimenti viene lanciato il dado, mosso il giocatore
         *              e visualizzata la sua prova 
         */
        while (nextPlayer()) {
            int state = getPlayerState();

            if (state == ACTIVE || state == TEST_PASSED
                || state == TO_BE_ACTIVATED) {
                if (state != ACTIVE)
                    setPlayerState(ACTIVE, 0);
                movePlayer((rand() % 6) + 1);
                if (getPlayerBox() > getTotalBoxesNumber())
                    setPlayerState(DONE, turn);
                else
                    printMessage("player %s: \"%s\"\n",
                                 getPlayerName(),
                                 getDescription(getPlayerBox()));
            } else if (state == OUT_OF_TURN)
                setPlayerState(TO_BE_ACTIVATED, 0);
        }
        showGame();
        /*
         * Legge e registra l'esito di tutte le prove sostenute nel
         * turno corrente dai giocatori 
         */
        for (i = getActivePlayersNumber(); i > 0; i--) {
            int playerNumber;
            bool result;

            do {
                result = askPlayerResult(&playerNumber);
                if (playerNumber > totalPlayersNumber)
                    printErr("WARNING: player number %d out of "
                             "bounds [1; %d]\n", playerNumber,
                             totalPlayersNumber);
                else {
                    setCurrentPlayer(playerNumber);
                    if (getPlayerState() != ACTIVE)
                        printErr("WARNING: player number %d not "
                                 "valid because player:"
                                 "\n\t-won"
                                 "\n\t-is out of turn"
                                 "\n\t-already passed the test\n",
                                 playerNumber);
                }
            }
            while (playerNumber > totalPlayersNumber
                   || getPlayerState() != ACTIVE);
            if (result)
                setPlayerState(TEST_PASSED, 0);
            else
                setPlayerState(OUT_OF_TURN, 0);
        }
    }
    printScore();
    closeIoInterface();

    return EXIT_SUCCESS;
}
Exemple #12
0
void Menu::parseCommand(string cmd)
{
    if (cmd == "help")
        showHelp();    

    else if (cmd == "add_player")
        addPlayer();
    else if (cmd == "del_player")
        delPlayer();
    else if (cmd == "modify_player")
        modifyPlayer();
    else if (cmd == "show_player")
        showPlayer();
    else if (cmd == "show_all_players")
        showAllPlayers();
	else if (cmd == "search_player")
		searchPlayer();

	else if (cmd == "add_game")
        addGame();
    else if (cmd == "del_game")
        delGame();
    else if (cmd == "modify_game")
        modifyGame();
	else if (cmd == "set_game_res")
		setGameResult();
    else if (cmd == "show_game")
        showGame();
    else if (cmd == "show_all_games")
        showAllGames();
	else if (cmd == "sort_games_by_date")
		sortGamesByDate();
	else if (cmd == "sort_games_by_res")
		sortGamesByResult();
	else if (cmd == "search_game_by_date")
		searchGameByDate();
	else if (cmd == "search_game_by_opponent")
		searchGameByOpponent();

	else if (cmd == "add_stadium")
        addStadium();
    else if (cmd == "del_stadium")
        delStadium();
    else if (cmd == "modify_stadium")
        modifyStadium();			
    else if (cmd == "show_stadium")
        showStadium();
    else if (cmd == "show_all_stadiums")
        showAllStadiums();
	else if (cmd == "search_stadium")
		searchStadium();

    else if (cmd == "save_db")
        saveDbToFile();
    else if (cmd == "load_db")
        loadDbFromFile();

    else if (cmd == "")
        {}
    else if (cmd == "exit")
        exit(0);
    else
        error(ERR_INVALID_CMD);
}