Esempio n. 1
0
void init() {
	int depth, res;
	allegro_init();
	alpng_init();
	alfont_init();
	depth = desktop_color_depth();
	if (depth == 0) depth = 32;
	set_color_depth(depth);
	res = set_gfx_mode(GFX_AUTODETECT_WINDOWED, SCREEN_WIDTH ,SCREEN_HEIGHT, 0, 0);
	if (res != 0) {
		allegro_message(allegro_error);
		exit(-1);
	}
	/* set the window title */
    set_window_title("Title");


	install_timer();
	install_keyboard();
	install_mouse();
	/* add other initializations here */
}
Esempio n. 2
0
// Sets up game (bitmaps, sounds, ect.)
void setup(bool first) {
  //Assigns variables
  x = 0;
  y = 0;
  gridimage = 0;

  //Refreshes game board
  for(int i = 0; i < 4; i++) {
    for(int t = 0; t < 4; t++) {
      gridarray[i][t] = 0;
    }
  }

  if(first) {
    // Allegro Stuff
    allegro_init();
    alpng_init();
    install_keyboard();
    install_mouse();
    install_sound(DIGI_AUTODETECT,MIDI_AUTODETECT,".");
    set_window_title("A.D.S. Games - Tic Tac Toe");

    // Graphics
    set_color_depth(32);
    set_gfx_mode(GFX_AUTODETECT_WINDOWED, 300, 300, 0, 0);

    // Init variables
    gameRunning = true;
    turn = 0;
    selector = 0;
    soundfx = true;
    difficulty = 1;
    gameScreen = 1;

    // Sets button images
    one_player.set_images("images/buttons/one_player.png", "images/buttons/one_player_hover.png");
    two_player.set_images("images/buttons/two_player.png", "images/buttons/two_player_hover.png");
    quit.set_images("images/buttons/quit.png", "images/buttons/quit_hover.png");
    menu.set_images("images/buttons/menu.png", "images/buttons/menu_hover.png");
    sound.set_images("images/buttons/sound_on.png", "images/buttons/sound_on_hover.png");
    difficulty_b.set_images("images/buttons/medium.png", "images/buttons/medium_hover.png");

    // Assigns bitmaps
    buffer = create_bitmap(300, 300);
    grid = load_bitmap("images/grid.png", NULL);
    img_x = load_bitmap("images/x.png", NULL);
    img_o = load_bitmap("images/o.png", NULL);
    blank = load_bitmap("images/none.png", NULL);
    xwin = load_bitmap("images/xwin.png", NULL);
    owin = load_bitmap("images/owin.png", NULL);
    catsgame = load_bitmap("images/catsgame.png", NULL);
    main_menu = load_bitmap("images/main_menu.png", NULL);

    cursor[0] = load_bitmap("images/cursor.png", NULL);
    cursor[1] = load_bitmap("images/cursor_x.png", NULL);
    cursor[2] = load_bitmap("images/cursor_o.png", NULL);

    selected[0] = load_bitmap("images/selected.png", NULL);
    selected[1] = load_bitmap("images/selected2.png", NULL);
    selected[2] = load_bitmap("images/selected3.png", NULL);
    selected[3] = load_bitmap("images/selected4.png", NULL);

    // Assigns Sounds
    win = load_sample("sfx/win.wav");
    lose = load_sample("sfx/lose.wav");
    cat = load_sample("sfx/catsgame.wav");
    place = load_sample("sfx/place.wav");

    // Seeds random number generator
    srand (time(NULL));

    // Sets button positions
    one_player.set_position(50, 70);
    two_player.set_position(50, 130);
    quit.set_position(50, 190);
    menu.set_position(0, 270);
    sound.set_position(110, 250);
    difficulty_b.set_position(150, 250);
  }
}
Esempio n. 3
0
//Main function
int main(){
  allegro_init();
  alpng_init();
  install_timer();
  install_keyboard();
  install_mouse();
  install_joystick(JOY_TYPE_AUTODETECT);
  install_sound(DIGI_AUTODETECT,MIDI_AUTODETECT,".");
  set_color_depth(32);

  // Setup basic functionality
  setup();

  //Set the current state ID
  stateID = STATE_INIT;

  //Set the current game state object
  currentState = new Init();


  while(!game_closed_esc && !close_button_pressed && stateID != STATE_EXIT){
    while(ticks == 0){
      rest(1);
    }
    while(ticks > 0){
      //Esc key handler
     if(key[KEY_ESC]){
           if(alert(NULL, "Are you sure you want to exit the game?",NULL,"&Resume Game", "&Exit", 'r','e' )==2)
           game_closed_esc=true;

      }


      int old_ticks = ticks;

      //Do state logic
      currentState -> update();

      //Change state if needed
      change_state();

      // Counter for FPS
      frames_done++;

      ticks--;
      if(old_ticks <= ticks){
        break;
      }
    }
    if(game_time - old_time >= 10){
      fps = frames_done;
      frames_done = 0;
      old_time = game_time;
    }
    //Do state rendering
    currentState -> draw( true);
  }

  //Clean up
  clean_up();

  return 0;
}