Esempio n. 1
0
void main(){
	init_curses();
	init_colors();
	while (1){
		level_editor();

	}
}
Esempio n. 2
0
void menu_space_press(roomGrid *room_grid, int *current_selection, SDL_Texture *menu_tex, SDL_Texture *options_tex, bool *menu_running)
{
    SDL_Event event;

    if( *current_selection == new_game ){
        *menu_running = false;
    }

    if( *current_selection == options){

        highlight_area(room_grid, in_option_screen, menu_tex, options_tex);

        while( *current_selection == options ){
            if(SDL_PollEvent(&event)){

                switch(event.type){

                    case SDL_KEYDOWN:

                        switch(event.key.keysym.sym){

                        case SDLK_SPACE:
                        
                            *current_selection = new_game;
                            highlight_area(room_grid, *current_selection, menu_tex, options_tex);
                            break;
                            
                    }
                }
            }
        }
    }
    
    if( *current_selection == editor ){

        //Option 4 opens editor/level builder
        level_editor(room_grid);

    }
}
Esempio n. 3
0
int main()//Preparation du menu du PRJ01
{
    int x=0;
    int score=0, niveau=0;
    char imput [50];
    int mode_graphique=0, mode_son=0;
    FILE* fichier_score;
    fichier_score= fopen("scores.txt", "r+");

    while (x==0)//Infini au cas ou l'utilisateur n'ecrit pas qq chose de correct
    {
        printf("\t\t\t MENU \n");
            printf("\tMettez la console en PLEIN ECRAN\n");
            printf ("\t    Ecrivez sans fautes d'orthographe! \n");
            printf ("Ecrivez 'jouer' pour commencer a jouer ! \n");
            printf ("Ecrivez 'reprendre' pour reprendre votre partie sauvegardee ! \n");
            printf ("Ecrivez 'tutoriel' si vous jouez pour la premiere fois ! \n");
            printf ("Ecrivez 'options' pour modifier vos options ! \n");
            printf ("Ecrivez 'quitter' pour quitter le jeu !\n");

                scanf ("%s",imput);
                if (strcmp (imput,"jouer")==0)
                    {
                        getconsole_size();
                            if (mode_graphique!=0)
                            {
                            // si c'est le premier niveau joué

                                    // on initiallise allegro
                                    allegro_init();
                                    // on initialise le mode couleur
                                    set_color_depth(16);
                                    // on installe le clavier
                                    install_keyboard();
                                    // on démarre le mode graphique
                                    set_gfx_mode(GFX_AUTODETECT_WINDOWED, 19*TSPRITE, 15*TSPRITE,0,0);

                            }
                            for(niveau=0; niveau<5; niveau++)
                            {
                                switch(jeu_graphique(niveau, &score, mode_graphique, NULL))
                                {
                                    case 1: niveau--;
                                    break;
                                    case 3: niveau=5;

                                    //si l'utilisateur rentre le bon trucs, appelle la fonction
                                    x++;
                                }
                            }
                            if (mode_graphique)
                            {
                                BITMAP* buffer;
                                buffer=create_bitmap(TSPRITE*19, TSPRITE*15);
                                clear_to_color(buffer);
                                if(menu_oui_non(buffer, "score"));
                                else
                                {
                                    textprintf_ex(buffer, font, 192-2*32, 160);

                                }


                            }

                    }
                else if (strcmp (imput,"reprendre")==0)
                    {
                    jeu_graphique(5, &score, mode_graphique, NULL);
                    x++;
                    }
                else if (strcmp (imput, "tutoriel")==0)
                    {
                        strcat(imput, ".txt");
                        jeu_graphique(0, &score, mode_graphique, imput);
                        system("cls");

                    }
                else if (strcmp (imput, "scores")==0)
                    {
                    fonction_scores;
                    x++;
                    }
                else if (strcmp (imput, "options")==0)
                    {
                    fonction_options(&score, &mode_graphique, &mode_son);
                    system("cls");
                    }
                else if (strcmp (imput, "quitter")==0)
                    {
                    return 0;
                    }
                else if (strcmp (imput, "admin")==0)
                    {
                    fonction_admin(mode_graphique, &score);
                    x++;
                    }
                else if(strcmp (imput, "editer")==0)
                    {
                       level_editor();
                    }
                else if(strcmp (imput, "niveaux")==0)
                {
                    mes_niveaux(&score, mode_graphique);
                }
                else
                {
                    printf ("Ce n'est pas un choix correct, veuillez recommencer\n");
                    Sleep(500);

                }
    }
    return 0;
} END_OF_MAIN();
Esempio n. 4
0
Sint32 vbutton::do_call(Sint32 whatfunc, Sint32 arg)
{
    switch (whatfunc)
    {
    case BEGINMENU:
        return beginmenu(arg);
    case CREATE_TEAM_MENU:
        return create_team_menu(arg);
    case SET_PLAYER_MODE:
        return set_player_mode(arg);
    case QUIT_MENU:
        quit(arg);
        return 1;
    case CREATE_VIEW_MENU:
        return create_view_menu(arg);
    case CREATE_TRAIN_MENU:
        return create_train_menu(arg);
    case CREATE_HIRE_MENU:
        return create_hire_menu(arg);
    case CREATE_LOAD_MENU:
        return create_load_menu(arg);
    case CREATE_SAVE_MENU:
        return create_save_menu(arg);
    case GO_MENU:
        return go_menu(arg);
    case RETURN_MENU:
        return arg;
    case CYCLE_TEAM_GUY:
        return cycle_team_guy(arg);
    case DECREASE_STAT:
        return decrease_stat(arg);
    case INCREASE_STAT:
        return increase_stat(arg);
    case EDIT_GUY:
        return edit_guy(arg);
    case CYCLE_GUY:
        return cycle_guy(arg);
    case ADD_GUY:
        return add_guy(arg);
    case DO_SAVE:
        return do_save(arg);
    case DO_LOAD:
        return do_load(arg);
    case NAME_GUY: // name some guy
        return name_guy(arg);
    case CREATE_DETAIL_MENU:
        return create_detail_menu(NULL);
    case DO_SET_SCEN_LEVEL:
        return do_set_scen_level(arg);
    case DO_PICK_CAMPAIGN:
        return do_pick_campaign(arg);
    case SET_DIFFICULTY:
        return set_difficulty();
    case CHANGE_TEAM:
        return change_teamnum(arg);
    case CHANGE_HIRE_TEAM:
        return change_hire_teamnum(arg);
    case ALLIED_MODE:
        return change_allied();
    case DO_LEVEL_EDIT:
        return level_editor();
    case YES_OR_NO:
        return yes_or_no(arg);
    case MAIN_OPTIONS:
        return main_options();
    case TOGGLE_SOUND:
        toggle_effect("sound", "sound");
        return REDRAW;
    case TOGGLE_RENDERING_ENGINE:
        toggle_rendering_engine();
        return REDRAW;
    case TOGGLE_FULLSCREEN:
        toggle_effect("graphics", "fullscreen");
        myscreen->set_fullscreen(cfg.is_on("graphics", "fullscreen"));
        return REDRAW;
    case OVERSCAN_ADJUST:
        return overscan_adjust(arg);
    case TOGGLE_MINI_HP_BAR:
        toggle_effect("effects", "mini_hp_bar");
        return REDRAW;
    case TOGGLE_HIT_FLASH:
        toggle_effect("effects", "hit_flash");
        return REDRAW;
    case TOGGLE_HIT_RECOIL:
        toggle_effect("effects", "hit_recoil");
        return REDRAW;
    case TOGGLE_ATTACK_LUNGE:
        toggle_effect("effects", "attack_lunge");
        return REDRAW;
    case TOGGLE_HIT_ANIM:
        toggle_effect("effects", "hit_anim");
        return REDRAW;
    case TOGGLE_DAMAGE_NUMBERS:
        toggle_effect("effects", "damage_numbers");
        return REDRAW;
    case TOGGLE_HEAL_NUMBERS:
        toggle_effect("effects", "heal_numbers");
        return REDRAW;
    case TOGGLE_GORE:
        toggle_effect("effects", "gore");
        return REDRAW;
    case RESTORE_DEFAULT_SETTINGS:
        restore_default_settings();
        cfg.load_settings();
        return REDRAW;
    default:
        return OK;
    }
}