void kMancalaMain::pauseGame(void) { qDebug("pausing game ... "); if ( _gamePaused ) return; if ( !_gameActive ) return; if ( _gameOver ) return; _gamePaused = true; _playerAiMoveTimer->stop(); _guiBoard->setClickable(false); emit disableHint(); emit gamePause(); }
int updateWorld(char keyPressed) { // run this method every frame if (!paused) { if (!gameover) { switch (keyPressed) { case 27: // puase the game gamePause(); break; case 32: // jump the bird case 10: updateBird(1); updatePipe(PIPE); break; default: // falling bird updateBird(0); updatePipe(PIPE); break; } } else { switch (keyPressed) { case 'r': case 'R': case 27: initializeWorld(); break; case 'c': case 'C': QUIT = 1; default: // do nothing break; } } } else { if (keyPressed == 27) gamePause(); } return paused; }
kMancalaMain::kMancalaMain(QSize s, QWidget *parent = 0) : QWidget(parent) { QHBoxLayout *layout = new QHBoxLayout(); QVBoxLayout *historyBox = new QVBoxLayout(); _historyLabel = new QLabel(i18n("<h3 style=\"color: black;\">Moves History</h3>")); _historyListWidget = new kMancalaHistory(this); _historyListWidget->setFocusPolicy(Qt::NoFocus); historyBox->addWidget(_historyLabel); historyBox->addWidget(_historyListWidget); _guiBoard = new kMancalaBoard(s, this); _gameActive = false; _gameOver = false; _gamePaused = false; setBackgroundRole(QPalette::Dark); layout->addWidget(_guiBoard); layout->addLayout(historyBox); setLayout(layout); setMinimumSize(s); toggleHistory(false); connect(_guiBoard, SIGNAL(playerHumanMove(int)), this, SLOT(playerHumanMove(int))); connect(_guiBoard, SIGNAL(playerAIMove()), this, SLOT(playerAIMove())); connect(_historyListWidget, SIGNAL(currentRowChanged(int)), this, SLOT(historyShow(int))); connect(this, SIGNAL(updateBoard(board*)), _guiBoard, SLOT(updateBoard(board*))); connect(this, SIGNAL(playerSwitched(player *)), _guiBoard, SLOT(playerSwitched(player *))); connect(this, SIGNAL(gameOver(player*)), _guiBoard, SLOT(gameOver(player*))); connect(this, SIGNAL(playersUpdated(player**, int)), _guiBoard, SLOT(updatePlayers(player**, int))); connect(this, SIGNAL(gamePause()), _guiBoard, SLOT(pause())); connect(this, SIGNAL(gameUnPause()), _guiBoard, SLOT(play())); connect(this, SIGNAL(suggestHint(int, int)), _guiBoard, SLOT(hint(int, int))); connect(this, SIGNAL(clearGameOver()), _guiBoard, SLOT(clearGameOver())); _controller = new controller; _ai = new ai(_controller); _playerAiMoveTimer = new QTimer; _playerAiMoveTimer->setSingleShot(true); connect(_playerAiMoveTimer, SIGNAL(timeout()), this, SLOT(startPlayerAIMove())); _board = NULL; _players = NULL; }
void MainWindow::keyPressEvent(QKeyEvent *event) { // 在這裡設定按下鍵盤要觸發的功能 if (gamemod == lose) { if (birdTimer->isActive()) birdTimer->stop(); gameRedy(); gameStart(); Number->setnum(0); } if (gamemod == pause) gameStart(); if (event->key() == Qt::Key_Up || event->key() == Qt::Key_Space){ fgm->stop(); fgm->play(); birdup(); } if (event->key() == Qt::Key_Down) gamePause(); }
int main(int argc, char *argv[]) { initialize(); // main game loop while(notReadyToQuit()) { update(); render(); gamePause(); tick++; if(tick == TICS_PER_SEC) { tick = 0; } } cleanup(); return 0; }
GameOfLifeMain::GameOfLifeMain(QWidget *parent) : QMainWindow(parent), ui(new Ui::GameOfLifeMain), map(new ColonyMap(this)) { ui->setupUi(this); // place colony widget on window QPalette Pal(palette()); Pal.setColor(QPalette::Background, Qt::white); map->setAutoFillBackground(true); map->setPalette(Pal); ui->mapLayout->addWidget(map); // setting connections // connect control buttons to main slots of map connect(ui->startButton, SIGNAL(clicked(bool)), map, SLOT(gameStart())); connect(ui->stopButton, SIGNAL(clicked(bool)), map, SLOT(gameStop())); connect(ui->stepButton, SIGNAL(clicked(bool)), map, SLOT(nextGen())); connect(ui->resetButton, SIGNAL(clicked(bool)), map, SLOT(gameReset())); connect(ui->cleanColonyButton, SIGNAL(clicked(bool)), map, SLOT(cleanMap())); // saving and loading connect(ui->saveButton, SIGNAL(clicked(bool)), map, SLOT(saveMap())); connect(ui->loadButton, SIGNAL(clicked(bool)), map, SLOT(loadMap())); // cell color control connect(ui->cellColorButton, SIGNAL(clicked(bool)), map, SLOT(chooseCellColor())); // let size slider set map size connect(ui->colonySizeSlider, SIGNAL(valueChanged(int)), map, SLOT(setMapSize(int))); // while slider pressed, pause the game connect(ui->colonySizeSlider, SIGNAL(sliderPressed()), map, SLOT(gamePause())); // resume, when slider released connect(ui->colonySizeSlider, SIGNAL(sliderReleased()), map, SLOT(gameResume())); // let generation time slider change time interval connect(ui->generationTimeSlider, SIGNAL(valueChanged(int)), map, SLOT(setInterval(int))); connect(ui->colonySizeSpinBox, SIGNAL(editingFinished()), this, SLOT(setMapSize())); connect(ui->generationTimeSpinBox, SIGNAL(editingFinished()), this, SLOT(setInterval())); // Buttons must react to game running state connect(map, SIGNAL(gameRunning(bool)), ui->stepButton, SLOT(setDisabled(bool))); connect(map, SIGNAL(gameRunning(bool)), ui->startButton, SLOT(setDisabled(bool))); connect(map, SIGNAL(gameRunning(bool)), ui->stopButton, SLOT(setEnabled(bool))); // inform sliders, when size and tine interval changed connect(map, SIGNAL(sizeChanged(int)), ui->colonySizeSlider, SLOT(setValue(int))); connect(map, SIGNAL(intervalChanged(int)), ui->generationTimeSlider, SLOT(setValue(int))); connect(map, SIGNAL(generationLived(int)), ui->generationCountLabel, SLOT(setNum(int))); }
int runGame(SDL_Surface* screen) { if(gameState==GAMESTATEPLAYING) { getInpPointerState()->escEnable=1; //Handle input int lim=1; //Limit cursor travel... int goUp=0, goDown=0, goLeft=0, goRight=0; if( getButton( C_UP ) ) { restartConfirm=0; if( getBtnTime( C_UP ) > REPEATDELAY ) { goUp=1; } else if(getBtnTime(C_UP)==0) { goUp=1; lim=0; } } if( getButton( C_DOWN ) ) { restartConfirm=0; if( getBtnTime( C_DOWN ) > REPEATDELAY ) { goDown=1; } else if(getBtnTime(C_DOWN)==0) { goDown=1; lim=0; } } if( getButton( C_LEFT ) ) { restartConfirm=0; if( getBtnTime( C_LEFT ) > REPEATDELAY ) { goLeft=1; } else if(getBtnTime(C_LEFT)==0) { goLeft=1; lim=0; } } if( getButton( C_RIGHT ) ) { restartConfirm=0; if( getBtnTime( C_RIGHT ) > REPEATDELAY ) { goRight=1; } else if(getBtnTime(C_RIGHT)==0) { goRight=1; lim=0; } } //Pause ? if( getButton( C_BTNMENU ) || isPointerEscapeClicked() ) { resetBtn( C_BTNMENU ); gamePause(screen); return(STATEMENU); } //Retry if( getButton( C_BTNSELECT ) || (getInpPointerState()->timeSinceMoved<POINTER_SHOW_TIMEOUT && isBoxClicked(&ptrRestartRect)) ) { resetBtn( C_BTNSELECT ); resetMouseBtn(); if(!restartConfirm) { restartConfirm=1; } else if(restartConfirm) { gameRestart(screen); } } //Handle mouse input if( getInpPointerState()->timeSinceMoved==0 && !cur.lock ) { setCursor(&cur, getInpPointerState()->curX,getInpPointerState()->curY ); } if(!getInpPointerState()->isDown) { mouseGrab=0; //Allow moving the cursor around with the input device when no brick is below, just for effect } else { brickType* b=brickUnderCursor(&pf, cur.x,cur.y); //We're over a brick, tell curser it's position, it will be locked later because we grab it now if( b ) { getInpPointerState()->startX=b->dx; getInpPointerState()->startY=b->dy; if( !cur.lock ) { mouseGrab=1; getInpPointerState()->startX=getInpPointerState()->curX; getInpPointerState()->startY=getInpPointerState()->curY; } else { if( b->dx > getInpPointerState()->curX ) { //Drag Left if( b->dx == b->sx && getInpPointerState()->startX != getInpPointerState()->curX ) { goLeft=1; } } else if( b->dx < getInpPointerState()->curX ) { //Drag Right if( b->dx == b->sx && getInpPointerState()->startX != getInpPointerState()->curX ) { goRight=1; } } } } else { mouseGrab=0; } } // printf("x:%i\n", getInpPointerState()->curX ); //Drag if( getButton( C_BTNX ) || getButton( C_BTNB ) || mouseGrab || isPointerClicked() ) { //Remove "Restart" question restartConfirm=0; //Magnet to brick if it's moving brickType* b=brickUnderCursor(&pf, cur.dx, cur.dy); if( !cur.lock && b ) { //Attach cursor cur.lock=1; b->curLock=1; cur.x=cur.dx; cur.y=cur.dy; cur.px = b->pxx-4; cur.py = b->pxy-4; sndPlay( SND_BRICKGRAB, cur.px ); } int movedBrick=0; //We're holding a brick, and it's not falling if( b ) { if( (goRight && curMoveBrick(&pf,b, DIRRIGHT)) || (goLeft && curMoveBrick(&pf,b, DIRLEFT)) ) { movedBrick=1; b->curLock=1; cur.lock=1; } } //Moved brick if(movedBrick) { player()->hsEntry.moves++; sndPlay(SND_BRICKMOVE, cur.px); ps.layer=PSYS_LAYER_TOP; ps.x=b->pxx; ps.y=b->pxy+18; ps.vel=50; ps.life=500; ps.lifeVar=250; ps.gravity=1; ps.srcImg=stealGfxPtr()->tiles[b->type-1]->img; ps.srcRect=stealGfxPtr()->tiles[b->type-1]->clip; ps.srcRect.y += 18; ps.srcRect.h = 2; spawnParticleSystem(&ps); } } else { cur.lock=0; } if(!cur.lock) { if( goLeft ) moveCursor(&cur, DIRLEFT, 0, lim); if( goRight ) moveCursor(&cur, DIRRIGHT, 0, lim); if( goUp ) moveCursor(&cur, 0, DIRUP, lim); if( goDown ) moveCursor(&cur, 0, DIRDOWN, lim); } //Sim first, so moving blocks get evaluated before getting moved again simField(&pf, &cur); //Do rules int ret=doRules(&pf); //Draw scene draw(&cur,&pf, screen); //Draw a path to show where we are pulling the brick if( mouseGrab ) drawPath( screen, getInpPointerState()->startX,getInpPointerState()->startY,getInpPointerState()->curX,getInpPointerState()->startY,1 ); //If no more bricks, countdown time left. if(ret == NOBRICKSLEFT) { if( !justWon ) { sndPlay(SND_WINNER,160); } justWon++; pf.levelInfo->time -= 1000; player()->hsEntry.score +=1; if(getButton(C_BTNX) || getButton(C_BTNB) || isPointerClicked() ) { resetBtn(C_BTNX); resetBtn(C_BTNB); resetMouseBtn(); while(pf.levelInfo->time > 0) { player()->hsEntry.score +=1; pf.levelInfo->time -= 1000; } } if(justWon > 50) { sndPlayOnce(SND_SCORECOUNT, 160); } if(pf.levelInfo->time < 1) { //Completed level player()->timeouts=0; pf.levelInfo->time=0; sndPlay(SND_VICTORY, 160); if(!player()->inEditor) { //Don't submit if it was from the leveleditor statsSubmitBest(); setMenu(menuStateFinishedLevel); if(pf.levelInfo->stopImg) { gameState=GAMESTATESTOPIMAGE; return(STATEPLAY); } } else { setLevelCompletable(pf.levelInfo->file, 1); } cleanUpGame(); startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700); return(STATEMENU); } } else if(ret > 0) //Player destroyed bricks. { if(ret > 2) //Check for combo's { ///TODO: Some nice text effect? How about dissolving an image into a particle system? printf("%i Combo!\n",ret); player()->hsEntry.combos++; } player()->hsEntry.score += ret*ret*11*(player()->level+1); } //if ret > -1 then ret == number of bricks destroyed if(ret>-1) { //Update time: pf.levelInfo->time -= getTicks(); player()->hsEntry.time += getTicks(); if(pf.levelInfo->time < 1 && ret!=NOBRICKSLEFT ) { countdown=4000; gameState=GAMESTATEOUTOFTIME; if( !player()->inEditor ) { player()->timeouts++; } sndPlay(SND_TIMEOUT, 160); } } //Check if level is unsolvable. if(ret==UNSOLVABLE) { countdown=2000; gameState=GAMESTATEUNSOLVABLE; if( !player()->inEditor ) { player()->timeouts++; } sndPlay(SND_LOSER, 160); } else if(ret==LIFELOST) { countdown=2000; gameState=GAMESTATELIFELOST; if( !player()->inEditor ) { player()->timeouts++; } sndPlay(SND_LOSER, 160); } //Draw question if(restartConfirm) { sprintf(buf,STR_GAME_RESTARTWARNING); txtWriteCenter(screen, GAMEFONTMEDIUM, buf, HSCREENW, HSCREENH-20); sprintf(buf,STR_GAME_RESTARTCONFIRM); txtWriteCenter(screen, GAMEFONTSMALL, buf, HSCREENW, HSCREENH); } else { //Draw text drawUi(screen); } //Show the restart icon if(getInpPointerState()->timeSinceMoved<POINTER_SHOW_TIMEOUT && getInpPointerState()->escEnable) { SDL_Rect ptrRestartRectC = ptrRestartRect; SDL_BlitSurface( ptrRestart,NULL, screen, &ptrRestartRectC ); } } else if(gameState==GAMESTATECOUNTDOWN) { draw(&cur,&pf, screen); countdown -=getTicks(); if( getButton( C_BTNMENU ) ) { resetBtn( C_BTNMENU ); countdownSeconds=0; countdown=0; } if( (getButton( C_BTNX ) || getButton( C_BTNB ) || getInpPointerState()->isDown ) && countdownSeconds ) { countdownSeconds=0; countdown=500; } drawShowCountDown(screen, countdownSeconds); drawUi(screen); if(countdown < 1) { countdown=1000; countdownSeconds--; if(countdownSeconds == -1) { gameState=GAMESTATEPLAYING; return(STATEPLAY); } if(countdownSeconds==0) { countdown=500; sndPlay(SND_START, 160); } else { sndPlay(SND_COUNTDOWNTOSTART, 160); } } } else if(gameState==GAMESTATEOUTOFTIME) //Menu was last in "Entering level" so it will return to that if timeout { draw(&cur,&pf, screen); //drawUi(screen); countdown-=getTicks(); //Offer to skip after dying twice on same level, but only if it is not the last level in the pack. if( player()->timeouts > 1 && player()->level+1 < getNumLevels() ) { int skipLevel = skipLevelDialog(screen); if( skipLevel==1 ) { gameState=GAMESTATESKIPLEVEL; countdown=500; } txtWriteCenter(screen, GAMEFONTMEDIUM, STR_GAME_OUTOFTIME, HSCREENW,HSCREENH-24-31); } else { if( lostLifeMsg(&cur, &pf, screen, STR_GAME_OUTOFTIME, "lostlife-timeout" ) ) { return(STATEMENU); } } } else if(gameState==GAMESTATEUNSOLVABLE) //The same as out-of-time, but with another graphics. { draw(&cur,&pf, screen); //drawUi(screen); countdown-=getTicks(); //Offer to skip after dying twice on same level, but only if it is not the last level in the pack. if( player()->timeouts > 1 && player()->level+1 < getNumLevels() ) { int skipLevel = skipLevelDialog(screen); if( skipLevel==1 ) { gameState=GAMESTATESKIPLEVEL; countdown=500; } txtWriteCenter(screen, GAMEFONTMEDIUM, buf, HSCREENW,HSCREENH-24-31); } else { if( lostLifeMsg(&cur, &pf, screen, STR_GAME_UNSOLVABLE, "lostlife-unsolvable" ) ) { return(STATEMENU); } } } else if(gameState==GAMESTATELIFELOST) { if( lostLifeMsg(&cur, &pf, screen, STR_GAME_LOSTLIFE, "lostlife-evilbrick" ) ) { return(STATEMENU); } } else if(gameState==GAMESTATESTARTIMAGE) { if(!startStopImg) { startStopImgCounter=0; startStopImg = loadImg( packGetFile("themes/", pf.levelInfo->startImg) ); if(!startStopImg) { printf("Couldn't load '%s'\n",packGetFile("themes/", pf.levelInfo->startImg)); } } startStopImgCounter+=getTicks(); if((startStopImgCounter > 500 && ( getButton(C_BTNB) || isPointerClicked() ) ) || !startStopImg) { if(startStopImg) SDL_FreeSurface(startStopImg); startStopImg=0; resetBtn(C_BTNB); resetMouseBtn(); gameState=GAMESTATECOUNTDOWN; } SDL_BlitSurface( startStopImg, 0, screen, &(setting()->bgPos) ); if(startStopImgCounter>4000) txtWriteCenter(screen, GAMEFONTSMALL, STR_GAME_PRESSB, HSCREENW,HSCREENH+80); } else if(gameState==GAMESTATESTOPIMAGE) { if(!startStopImg) { startStopImgCounter=0; startStopImg = loadImg( packGetFile("themes/", pf.levelInfo->stopImg) ); if(!startStopImg) { printf("Couldn't load '%s'\n",packGetFile("themes/", pf.levelInfo->stopImg)); } } startStopImgCounter+=getTicks(); if((startStopImgCounter > 500 && (getButton(C_BTNB) || isPointerClicked() ) ) || !startStopImg) { if(startStopImg) SDL_FreeSurface(startStopImg); startStopImg=0; resetBtn(C_BTNB); resetMouseBtn(); cleanUpGame(); startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700); return(STATEMENU); } SDL_BlitSurface( startStopImg, 0, screen, &(setting()->bgPos) ); if(countdownSeconds>4000) txtWriteCenter(screen, GAMEFONTSMALL, STR_GAME_PRESSB, HSCREENW,HSCREENH+80); } else if(gameState==GAMESTATESKIPLEVEL) { doRules(&pf); simField(&pf, &cur); draw(&cur,&pf, screen); countdown-=getTicks(); if( countdown < 1 ) { countdown=500; if( boardDestroyNextBrick(&pf) == 0 ) { //Tell that we chose to skip level statsUpload(player()->level, player()->hsEntry.time, player()->hsEntry.moves,player()->hsEntry.combos,player()->hsEntry.score, "skip-level",0, NULL); pf.levelInfo->time=0; player()->hsEntry.score=0; cleanUpGame(); startTransition(screen, TRANSITION_TYPE_ROLL_IN, 700); clearParticles(); setMenu(menuStatePrepareNextLevel); return(STATEMENU); } } drawUi(screen); } return(STATEPLAY); }