Esempio n. 1
0
void
sample_load_cb(GtkWidget * widget, gpointer data)
{

  GtkWidget *dialog;
  gchar load_current_file [512];
  gint win_width, win_height;
  GSList *filenames, *list;

  filenames = list = NULL;

  win_width = gdk_screen_width () / 2;
  win_height = gdk_screen_height () / 2;

  dialog = gtk_file_chooser_dialog_new (_("Sweep: Open Files"),
				      data,
				      GTK_FILE_CHOOSER_ACTION_OPEN,
				      GTK_STOCK_CANCEL, GTK_RESPONSE_CANCEL,
				      GTK_STOCK_OPEN, GTK_RESPONSE_ACCEPT,
				      NULL);

  gtk_window_set_position (GTK_WINDOW (dialog), GTK_WIN_POS_CENTER);
  gtk_widget_set_size_request (dialog, win_width, win_height);
  gtk_file_chooser_set_select_multiple(GTK_FILE_CHOOSER(dialog), TRUE);

  sweep_set_window_icon (GTK_WINDOW(dialog));
  attach_window_close_accel(GTK_WINDOW(dialog));

  prefs_get_string (LAST_LOAD_KEY, load_current_file, sizeof (load_current_file), "");

  if (load_current_file [0]) {
      gtk_file_chooser_set_filename (GTK_FILE_CHOOSER(dialog), load_current_file);
  }

  if (gtk_dialog_run (GTK_DIALOG (dialog)) == GTK_RESPONSE_ACCEPT) {

   filenames = gtk_file_chooser_get_filenames (GTK_FILE_CHOOSER(dialog));

   for (list = filenames; list; list = list->next) {

     if (list->data) {
       sample_load ((gchar *)list->data);
       g_free (list->data);
     }
  }

  if (filenames)
    g_slist_free(filenames);

  } else {
    /* do nothing so exit */
     sample_bank_remove(NULL);
  }

  gtk_widget_destroy (dialog);
}
Esempio n. 2
0
void
recent_chooser_menu_activated_cb(GtkRecentChooser *chooser,
                                 gpointer          user_data)
{
  gchar *uri = NULL;
  gchar *path = NULL;

  uri = gtk_recent_chooser_get_current_uri(chooser);
  path = g_filename_from_uri(uri, NULL, NULL);
  sample_load(path);

  g_free (path);
}
Esempio n. 3
0
static PyObject *cboodle_load_sample(PyObject *self, PyObject *args)
{
  int retval;
  sample_t *samp;
  char *sampstr;
  int samplen;

  int framerate;
  long numframes;
  void *data;
  int datalen;
  long loopstart, loopend;
  int numchannels;
  int samplebits;
  int issigned, isbigend;

  if (!PyArg_ParseTuple(args, "s#(ils#lliiii):load_sample", 
    &sampstr, &samplen, &framerate, &numframes,
    &data, &datalen, &loopstart, &loopend,
    &numchannels, &samplebits, &issigned, &isbigend)) {
    return NULL;
  }

  if (!sampstr || samplen != sizeof(sample_t *)) {
    PyErr_SetString(PyExc_TypeError, 
      "load_sample: argument must be a string returned by new_sample");
    return NULL;
  }

  samp = *((sample_t **)sampstr);

  if (!data || datalen != numframes * numchannels * (samplebits/8)) {
    PyErr_SetString(PyExc_ValueError, 
      "load_sample: data length does not match frame count and frame size");
    return NULL;
  }

  /*
  printf("load_sample(samp %p, framerate %d, numframes %ld,"
    " data %p (len %d), loop %ld...%ld, numchannels %d, samplebits %d,"
    " issigned %d, isbigend %d\n",
    samp, framerate, numframes, data, datalen, loopstart, loopend,
    numchannels, samplebits, issigned, isbigend);
  */

  retval = sample_load(samp, framerate, numframes, data,
    loopstart, loopend, numchannels, samplebits,
    issigned, isbigend);

  return Py_BuildValue("i", retval);
}
Esempio n. 4
0
File: config.c Progetto: odrevet/GE2
char conf_load(skin* p_skin, int skin_index, SDL_Renderer *renderer)
{
    char tmp_path[BUFSIZ];
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", p_skin[skin_index].gfx, NULL);
    gfx = image_load(tmp_path, renderer);
    if(!gfx)return 0;
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", p_skin[skin_index].bg, NULL);
    bg = image_load(tmp_path, renderer);
    if(!bg)return 0;
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", p_skin[skin_index].menu, NULL);
    menu = image_load(tmp_path, renderer);
    if(!menu)return 0;
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", p_skin[skin_index].music, NULL);
    music  = music_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "start.wav", NULL);
    start  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "pause.wav", NULL);
    pause  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "line.wav", NULL);
    line  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "double.wav", NULL);
    doubles  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "triple.wav", NULL);
    triples  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "tetris.wav", NULL);
    tetris  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "put.wav", NULL);
    put  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "gameover.wav", NULL);
    gameover  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    append(tmp_path, "./res/", p_skin[skin_index].name, "/", "rotate.wav", NULL);
    rotate  = sample_load(tmp_path);
    memset(tmp_path, '\0', BUFSIZ * sizeof(char));

    return 1;
}
Esempio n. 5
0
File: main.c Progetto: odrevet/GE
int state_options(SDL_Surface *screen)
{
    TTF_Font *font_menu = font_load("res/asia.ttf", 50);
    image *bg_image = image_load("res/options.jpg");
    Mix_Chunk *select = sample_load("res/select.wav");

    int i;
	//int initial_unit_nb = g_game.unit_nb;
    int font_quality = SOLID;
    int choice_current=1;
    SDL_Rect cur_pos;
    bool done = false;

    cur_pos.x = 10;
    cur_pos.y = 0;
    char sz_choice[20];

    #ifdef GEKKO
        unsigned int start=0;
        int timerset = false;
    #endif
SDL_EnableKeyRepeat(50, 10);
    while (!done)
    {
        #ifdef GEKKO
       unsigned int start=0;
       if (!timerset) {
            timerset=true;
            start=SDL_GetTicks();
        }

       unsigned int now=SDL_GetTicks();
           if ((now-start)>50) {
                timerset=false;
                SDL_JoystickUpdate();
                int joystate = SDL_JoystickGetHat(g_game.v_unit[0].joystick, 0);
                switch (joystate){
                    case SDL_HAT_DOWN:
                       if (choice_current <= 1){
                        sample_play(select);
                        choice_current++;
                        }
                    break;
                    case SDL_HAT_UP:
                        if (choice_current > 1){
                            sample_play(select);
                            choice_current--;
                        }
                    break;
                    case SDL_HAT_LEFT:
                        if (choice_current == 2)
                        {
                            if (g_game.block_fill >= 0.01)
                                g_game.block_fill -= 0.01;
                        }
                        else if (choice_current == 1)
                        {
                            if (g_game.unit_nb > 2)
                            {
                                g_game.unit_nb -= 1;
                            }
                        }
                    break;
                    case SDL_HAT_RIGHT:
                        if (choice_current == 2)
                        {
                            if (g_game.block_fill < 0.99)
                                g_game.block_fill += 0.01;
                        }
                        else if (choice_current == 1)
                        {
                            if (g_game.unit_nb < UNIT_MAX)
                            {
                                g_game.unit_nb++;
                            }
                        }
                    break;
                    default:
                    break;
                }
           }
        #endif


        SDL_Event event;
        while (SDL_PollEvent(&event))
        {
            switch ( event.type )
            {
            case SDL_QUIT:
                exit(EXIT_SUCCESS);
                break;
                case SDL_JOYBUTTONDOWN:
                    if(event.jbutton.button == 6){
                        done = true;
                    }
                break;
            case SDL_KEYDOWN:
                switch ( event.key.keysym.sym )
                {
                case SDLK_DOWN:
                    if (choice_current <= 1){
                        sample_play(select);
                        choice_current++;
                    }
                    break;
                case SDLK_UP:
                    if (choice_current > 1)
                    {
                        sample_play(select);
                        choice_current--;
                    }
                    break;
                case SDLK_LEFT:
                    if (choice_current == 2)
                    {
                        if (g_game.block_fill >= 0.01)
                            g_game.block_fill -= 0.01;
                    }
                    else if (choice_current == 1)
                    {
                        if (g_game.unit_nb > 2)
                        {
                            g_game.unit_nb--;
                        }
                    }
                    break;
                case SDLK_RIGHT:
                    if (choice_current == 2)
                    {
                        if (g_game.block_fill < 0.99)
                            g_game.block_fill += 0.01;
                    }
                    else if (choice_current == 1)
                    {
                        if (g_game.unit_nb < UNIT_MAX)
                        {
                            g_game.unit_nb++;
                        }
                    }
                    break;
                case SDLK_ESCAPE:
                    done = true;
                    break;
                default:
                    break;
                }
                break;
            }

            if(event.type == SDL_JOYBUTTONDOWN && event.jbutton.button == 6)done=true;
        }

        SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 20, 20, 20));
        image_draw(bg_image, screen, 0, 0);


        for (i=1;i<=2;i++)
        {
            if (i == 1)
            {
                sprintf(sz_choice, "%s < %.d >", "Player", g_game.unit_nb);
            }
            else if ( i == 2)
            {

                sprintf(sz_choice, "%s < %.0f%% >", "Block fill", g_game.block_fill * 100);
            }

            if (choice_current == i)
            {
                font_quality = SHADED;
            }
            else font_quality = SOLID;

            cur_pos.y = i*100;
            SDL_Surface *font_surface;
            font_surface = font_create_surface(font_menu, 250, 120, 35, 10, 100, 100, 100, 0, sz_choice, font_quality);
            SDL_BlitSurface(font_surface, NULL, screen, &cur_pos);
            SDL_FreeSurface(font_surface);
        }
        SDL_Flip(screen);
    }
    TTF_CloseFont(font_menu);
    SDL_FreeSurface(bg_image->surface);
    SDL_EnableKeyRepeat(0, 0);
    return OPTION;
}
Esempio n. 6
0
File: main.c Progetto: odrevet/GE
int state_in_game(SDL_Surface *screen)
{
    SDL_Rect srcrect = {0, 0, 480, 480};                      //the part of the screen to be stretched, must be sup 0 and inf screen surface Height and Width
    SDL_Rect dstrect = set_rect(0, 0, SCREEN_HEIGHT, SCREEN_WIDTH);    //equals screen resolution

    int bomb_nb=0;
    int flame_nb=0;
    bool done = false;
    int i=0;                     //generic accumulator 1
    int j=0;                     //generic accumulator 2
    int k=0;                     //unit accumulator
    int tick_count=0;
    int tick_trigger=0;
    int time_elapsed=0;         //time elapsed in this round (in secondes)
    int last_time=0;
    int current_game_status=-1;

    timer *timer_battle = timer_init();
    timer_start(timer_battle);

    // load sample.wav in to sample
    Mix_Chunk *sample = sample_load("res/boom.wav");
    Mix_Music* music = music_load("res/music.xm");
    music_play(music);

    //initialize map
    map *p_map = malloc(sizeof(map));
    p_map->tile_height = 32;
    p_map->tile_width = 32;
    map_load_level(p_map, "res/level_01.map");
    p_map->p_chipset = image_load("res/classic.png");
    SDL_Surface* surface_menu = IMG_Load("./res/menu.png");
    SDL_SetColorKey(surface_menu, SDL_SRCCOLORKEY, SDL_MapRGB(surface_menu->format, 255, 0, 255));

    for (k=0;k<g_game.unit_nb;k++)
    {
        unit_tile_protect(g_game.v_unit+k, p_map);
    }

    int block_nb = map_block_add(p_map, g_game.block_fill, .5);         ///@todo the disp % is not implemented yet
    int panel_nb = panel_add(g_game.v_panel, p_map, block_nb);

    int random_comment = rand() % 9;
    char sz_comment[32];
    SDL_Rect pos_comment = set_rect(10, 465, 0, 0);
    int comment_time_elapsed;
    timer *timer_comment = timer_init();

    //Menu
    TTF_Font *font_menu = font_load("res/asia.ttf", 20);
    TTF_Font *font_result = font_load("res/asia.ttf", 75);

    SDL_Rect cur_pos;
    cur_pos.x = 42;
    cur_pos.y = 425;

    char sz_time[10];

    while (!done)
    {
        SDL_Event event;
        SDL_JoystickUpdate();
        while(SDL_PollEvent(&event)){
            for (k=0;k<g_game.unit_nb;k++)
            {
                if (!g_game.v_unit[k].is_dead)
                {
                    unit_handle_key(g_game.v_unit+k, &event, k, g_game.v_bomb, p_map, &bomb_nb);
                }
            }
           if(event.type == SDL_QUIT || ((event.type == SDL_KEYDOWN) && (event.key.keysym.sym == SDLK_ESCAPE)) || (event.type == SDL_JOYBUTTONDOWN && event.jbutton.button == 6)){
                    done = true;
                    current_game_status = MAIN_MENU;
            }
            else if((event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_RETURN)|| (event.type == SDL_JOYBUTTONDOWN && event.jbutton.button == 5)){
                    Mix_PauseMusic();
                    state_paused(screen);
                    Mix_ResumeMusic();
            }
        }

        for (k=0;k<g_game.unit_nb;k++){
            if(!g_game.v_unit[k].use_keyboard){
                int joystate = SDL_JoystickGetHat(g_game.v_unit[k].joystick, 0);
                switch (joystate){
                    case SDL_HAT_DOWN:
                        unit_set_vel_y(g_game.v_unit+k, g_game.v_unit[k].speed);
                        unit_set_vel_x(g_game.v_unit+k, 0);
                        g_game.v_unit[k].p_sprite->animation_current = DOWN;
                    break;
                    case SDL_HAT_UP:
                        unit_set_vel_y(g_game.v_unit+k, -g_game.v_unit[k].speed);
                        unit_set_vel_x(g_game.v_unit+k, 0);
                        g_game.v_unit[k].p_sprite->animation_current = UP;
                    break;
                    case SDL_HAT_RIGHT:
                        unit_set_vel_x(g_game.v_unit+k, g_game.v_unit[k].speed);
                        unit_set_vel_y(g_game.v_unit+k, 0);
                        g_game.v_unit[k].p_sprite->animation_current = RIGHT;
                    break;
                    case SDL_HAT_LEFT:
                        unit_set_vel_x(g_game.v_unit+k, -g_game.v_unit[k].speed);
                        unit_set_vel_y(g_game.v_unit+k, 0);
                        g_game.v_unit[k].p_sprite->animation_current = LEFT;
                    break;
                    default:
                        if ( g_game.v_unit[k].vel_x != 0 ){
                            unit_set_vel_x(g_game.v_unit+k, 0);
                            g_game.v_unit[k].p_sprite->v_anim[g_game.v_unit[k].p_sprite->animation_current].frame_current = 1;
                        }
                        if ( g_game.v_unit[k].vel_y != 0 ){
                            unit_set_vel_y(g_game.v_unit+k, 0);
                            g_game.v_unit[k].p_sprite->v_anim[g_game.v_unit[k].p_sprite->animation_current].frame_current = 1;
                        }

                    break;
                }
            }
        }

        tick_count = SDL_GetTicks();
        if (tick_count > tick_trigger / 60){
            tick_trigger = tick_count;
            SDL_FillRect(backbuffer, 0, SDL_MapRGB(backbuffer->format, 10, 20, 80));


            //draw the map
            map_draw(p_map, backbuffer);
            for (i=0;i<panel_nb;i++)
            {
                if(p_map->pp_tile[g_game.v_panel[i]->p_sprite->y / TILE_SIZE][g_game.v_panel[i]->p_sprite->x / TILE_SIZE].type != BLOCK)panel_draw(g_game.v_panel[i], backbuffer);
            }


            //check panels
            for (i=0;i<panel_nb;i++)
            {
                // for all units
                for (k=0;k<g_game.unit_nb;k++)
                {
                    //Check for bonus
                    if (g_game.v_panel[i]->p_sprite->y / TILE_SIZE == unit_get_bounding_index_center_y(g_game.v_unit+k)
                            && (g_game.v_panel[i]->p_sprite->x / TILE_SIZE == unit_get_bounding_index_center_x(g_game.v_unit+k)))
                    {
                        panel_apply(g_game.v_panel[i], g_game.v_unit+k);

                        panel_free(g_game.v_panel[i]);
                        panel_nb--;

                        //Left shift the vector
                        for (j=i;j<panel_nb;j++)
                        {
                            g_game.v_panel[j] = g_game.v_panel[j+1];
                        }
                    }
                }
            }

            //Draw and update bombs
            for (i=0;i<bomb_nb;i++)
            {
                bomb_draw(g_game.v_bomb[i], backbuffer);
                anim_sprite_update_frame(g_game.v_bomb[i]->p_sprite);
                bomb_update_timer(g_game.v_bomb[i]);

                if ((g_game.v_bomb[i]->time_left <= 0) || (p_map->pp_tile[g_game.v_bomb[i]->p_sprite->y / TILE_SIZE][g_game.v_bomb[i]->p_sprite->x / TILE_SIZE].type == FLAME))
                {
                    sample_play(sample);
                    bomb_explode(g_game.v_bomb[i], p_map, g_game.v_flame, &flame_nb);
                    bomb_nb--;

                    bomb_free(g_game.v_bomb[i]);

                    //Left shift the vector
                    for (j=i;j<bomb_nb;j++)
                    {
                        g_game.v_bomb[j] = g_game.v_bomb[j+1];
                    }
                }
            }

            //Check flame
            for (i=0;i<p_map->height;i++)
            {
                for (j=0;j<p_map->width[i];j++)
                {
                    // for all units, check if hitten (if unit center is on a tile with a flame flag)
                    for (k=0;k<g_game.unit_nb;k++)
                    {
                        if ((p_map->pp_tile[i][j].type == FLAME) &&
                                ((unit_get_index_x(g_game.v_unit+k) == j) &&
                                (unit_get_index_y(g_game.v_unit+k) == i)) &&
                                g_game.v_unit[k].is_dead == false)
                        {
                            g_game.v_unit[k].is_dead = true;
                            timer_start(timer_comment);

                            switch(random_comment)
                            {
                                case(0):sprintf(sz_comment, "Say goodbye, %s ", g_game.v_unit[k].name);
                                break;
                                case(1):sprintf(sz_comment, "burn %s, burn ! ", g_game.v_unit[k].name);
                                break;
                                case(2):sprintf(sz_comment, "%s vanished !!!!!! ", g_game.v_unit[k].name);
                                break;
                                case(3):sprintf(sz_comment, "unit_free(%s); //^^ ", g_game.v_unit[k].name);
                                break;
                                case(4):sprintf(sz_comment, "%s ? Where are you ? ", g_game.v_unit[k].name);
                                break;
                                case(5):sprintf(sz_comment, "%s was a good guy ", g_game.v_unit[k].name);
                                break;
                                case(6):sprintf(sz_comment, "HE says : \"HELLO, %s\" ", g_game.v_unit[k].name);
                                break;
                                case(7):sprintf(sz_comment, "%s has meet his programmer ", g_game.v_unit[k].name);
                                break;
                                case(8):sprintf(sz_comment, "$ %s>/dev/null ", g_game.v_unit[k].name);
                                break;
                                case(9):sprintf(sz_comment, "%s was not ignifugated ", g_game.v_unit[k].name);
                                break;
                            }
                        }
                    }
                }
            }

            //Draw and update flames
            for (i=0;i<flame_nb;i++)
            {
                flame_draw(g_game.v_flame[i], p_map, backbuffer);
                g_game.v_flame[i]->time_left--;
                if (g_game.v_flame[i]->time_left <= 0)
                {
                    flame_free(g_game.v_flame[i], p_map);
                    flame_nb--;

                    //Left shift the vector
                    for (j=i;j<flame_nb;j++)
                    {
                        g_game.v_flame[j] = g_game.v_flame[j+1];
                    }
                }
            }



            for (k=0;k<g_game.unit_nb;k++)
            {
                if (!g_game.v_unit[k].is_dead)
                {
                    unit_calc_bounding_box(g_game.v_unit+k);
                    unit_update(g_game.v_unit+k, p_map);
                }
            }
            // draw and update units
            unit_draw_from_z_index(g_game.v_unit, g_game.unit_nb, backbuffer);

            //Change every 1 second
            time_elapsed = timer_get_ticks (timer_battle) / 1000;
            if (time_elapsed != last_time){
                last_time = time_elapsed;       //Update current time

        /* Check if any unit won
                    This function is performed every second in order to dont call it to often, and
                    have a little delay if two or more units died almost in the same time (even ms, in the case
                    a unit is at the left of a bomb and an other at the right, the right unit win because the
                    flame is first put to the left...)
                */

                int unit_win;
                unit_win = unit_check_victory(g_game.v_unit, g_game.unit_nb);

                if (unit_win >= 0)
                {
                    //print win, sound, etc
                    g_game.v_unit[unit_win].victory++;
                    time_elapsed = 0;
                    ///@todo set a victories limit (from 1 to 5) and display a special image if win... for the moment, another battle
                    font_printf(font_result, TILE_SIZE * 2, TILE_SIZE * 5, 50, 150, 100, backbuffer, "%s wins", g_game.v_unit[unit_win].name);
                    done = true;
                    current_game_status = IN_GAME;
                    SDL_SoftStretch(backbuffer, &srcrect, screen, &dstrect);
                    SDL_Flip(screen);
                    SDL_Delay(2000);
                    break;
                }
                else if (unit_win == -1)
                {
                    font_printf(font_result, (3)*TILE_SIZE, (6)*TILE_SIZE, 50, 150, 100, backbuffer, "DRAW !");
                    done = true;
                    current_game_status = IN_GAME;
                    SDL_SoftStretch(backbuffer, &srcrect, screen, &dstrect);
                    SDL_Flip(screen);
                    SDL_Delay(2000);
                }

                if (g_game.time - time_elapsed <= 0)
                {
                    cur_pos.x = 240;
                    cur_pos.y = 140;
                    font_printf(font_result, (3)*TILE_SIZE, (6)*TILE_SIZE, 50, 150, 100, backbuffer, "TIMES UP !");
                    done = true;
                    ///@todo select action in times up (blocks falling, etc) for the moment, just a draw...
                    current_game_status = IN_GAME;
                    SDL_SoftStretch(backbuffer, &srcrect, screen, &dstrect);
                    SDL_Flip(screen);
                    SDL_Delay(2000);
                }

            }

            ////////////////////  MENU  ////////////////////
            //TIME
            sprintf(sz_time, "%.3d", g_game.time - time_elapsed);
            SDL_Surface *surface_time = font_create_surface(font_menu, 200, 200, 200, 10, 100, 100, 100, 0, sz_time, SOLID);
            SDL_BlitSurface(surface_time, NULL, backbuffer, &cur_pos);
            SDL_FreeSurface(surface_time);
            SDL_Rect menu_src, menu_dest;
            menu_src.h = 32;
            menu_src.w = 32;
            menu_src.x = 0;
            menu_src.y = 0;

            menu_dest.x = 5;
            menu_dest.y = 420;

            SDL_BlitSurface(surface_menu, &menu_src, backbuffer, &menu_dest);

            //VICTORIES
            for (k=0;k<g_game.unit_nb;k++)
            {
                char sz_victory_nb[20];
                SDL_Rect vic_pos = set_rect(10, 450, 0, 0);
                sprintf(sz_victory_nb, "%s: %d", g_game.v_unit[k].name, g_game.v_unit[k].victory);

                vic_pos.x += k * 100;
                SDL_Surface *surface_victory = font_create_surface(font_menu, 200, 200, 200, 10, 100, 100, 100, 0, sz_victory_nb, SOLID);
                SDL_BlitSurface(surface_victory, NULL, backbuffer, &vic_pos);
                SDL_FreeSurface(surface_victory);
            }

            //Comment
            if(timer_comment->started){
                comment_time_elapsed = timer_get_ticks(timer_comment) / 1000;
                if (comment_time_elapsed < 3)   //Display the comment 3 seconds
                {
                    font_printf(font_menu, pos_comment.x, pos_comment.y, 200, 200, 200, backbuffer, sz_comment);
                }
                else{   //done
                    timer_stop(timer_comment);
                    random_comment = rand() % 9;

                }
            }

            //DEBUG
#ifdef DEBUG
            font_printf(font_menu, 10, 10, 255, 255, 200, backbuffer, "flame nb : %d", flame_nb);
            font_printf(font_menu, 10, 30, 255, 255, 200, backbuffer, "bomb nb : %d", bomb_nb);
            font_printf(font_menu, 10, 50, 255, 255, 200, backbuffer, "unit nb : %d", g_game.unit_nb);
            font_printf(font_menu, 10, 70, 255, 255, 200, backbuffer, "fill nb : %.2f", g_game.block_fill);
            font_printf(font_menu, 10, 90, 255, 255, 200, backbuffer, "Blocks at startup : %d", block_nb);
            font_printf(font_menu, 10, 110, 255, 255, 200, backbuffer, "Time elapsed : %d", timer_get_ticks(timer_battle)/1000);
            font_printf(font_menu, 10, 130, 255, 255, 200, backbuffer, "unit 1 index: %d %d", unit_get_bounding_index_center_x(g_game.v_unit+0), unit_get_bounding_index_center_y(g_game.v_unit+0));


            SDL_Rect rect = unit_get_bounding_box(g_game.v_unit+0);
            SDL_FillRect(backbuffer, &rect, SDL_MapRGB(backbuffer->format, 255, 255, 0));
#endif

            SDL_SoftStretch(backbuffer, &srcrect, screen, &dstrect);
            SDL_Flip(screen);
        }//end thick
    }   //end while



    //Free the memory
    for (i=0;i<bomb_nb;i++)
    {
        bomb_free(g_game.v_bomb[i]);
    }
    for (i=0;i<panel_nb;i++)
    {
        panel_free(g_game.v_panel[i]);
    }
    for (i=0;i<flame_nb;i++)
    {
        flame_free(g_game.v_flame[i], p_map);
    }
    map_free(p_map);

    free(timer_battle);
    free(timer_comment);

    Mix_FreeChunk(sample);
    Mix_FreeMusic(music);

    TTF_CloseFont(font_menu);
    font_menu=NULL; // to be safe...

    TTF_CloseFont(font_result);
    font_result=NULL; // to be safe...

    return current_game_status;

}
Esempio n. 7
0
File: main.c Progetto: odrevet/GE
int state_main_menu(SDL_Surface *screen)
{
    TTF_Font *font_menu = font_load("res/asia.ttf", 50);
    TTF_Font *font_credit = font_load("res/asia.ttf", 20);
    image *bg_image = image_load("res/main.jpg");
    Mix_Chunk *select = sample_load("res/select.wav");

    int i;
    const int item_nb = 2;
    int font_quality = SOLID;
    int choice_current=1;
    SDL_Rect cur_pos;
    bool done = false;
	//bool is_in_game = false;

    cur_pos.x = 10;
    cur_pos.y = 0;
    char sz_choice[20];

    #ifdef GEKKO
    bool timerset = false;
    #endif

    while (!done)
    {
        #ifdef GEKKO
       unsigned int start=0;
       if (!timerset) {
            timerset=true;
            start=SDL_GetTicks();
        }

       unsigned int now=SDL_GetTicks();
       if ((now-start)>50) {
            timerset=false;
            SDL_JoystickUpdate();
            int joystate = SDL_JoystickGetHat(g_game.v_unit[0].joystick, 0);
            switch (joystate){
                case SDL_HAT_DOWN:
                    if (choice_current < item_nb){
                        choice_current++;
                        sample_play(select);
                    }
                break;
                case SDL_HAT_UP:
                    if (choice_current > 1){
                        choice_current--;
                        sample_play(select);
                    }
                break;
            }
       }
       #endif



        SDL_Event event;
        while (SDL_PollEvent(&event))
        {
            switch ( event.type )
            {
            case SDL_QUIT:
                done = true;
                break;
            case SDL_KEYUP:
                switch ( event.key.keysym.sym )
                {
                case SDLK_DOWN:
                    if (choice_current < item_nb){
                        choice_current++;
                        sample_play(select);
                    }
                    break;
                case SDLK_UP:
                    if (choice_current > 1){
                        choice_current--;
                        sample_play(select);
                    }
                    break;
                case SDLK_RETURN:
                    while (choice_current == IN_GAME)
                    {
                        unit_default_param(g_game.v_unit, g_game.unit_nb);
                        choice_current = state_in_game(screen);
                        if (choice_current == MAIN_MENU)    //The current state is main menu, select in game as default choice and quit
                        {
                            choice_current = IN_GAME;
                            break;
                        }
                    }
                    if (choice_current == OPTION)state_options(screen);
                    break;

                default:
                    break;
                }
            break;
            case SDL_JOYBUTTONDOWN:
                switch(event.jbutton.button)
                {
                    case 0:
                    break;
                    case 1:
                    break;

                    case 2:
                        while (choice_current == IN_GAME)
                        {
                            unit_default_param(g_game.v_unit, g_game.unit_nb);
                            choice_current = state_in_game(screen);
                            if (choice_current == MAIN_MENU)    //The current state is main menu, select in game as default choice and quit
                            {
                                choice_current = IN_GAME;
                                break;
                            }
                        }
                        if (choice_current == OPTION)state_options(screen);
                    break;

                    case 3:
                    break;

                    case 4:
                    break;

                    case 5:
                    break;

                    case 6:
                        done = true;
                    break;
                }
            break;
            default:
            break;
            }
        }

        SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
        image_draw(bg_image, screen, 0, 0);

        int top_shift = 150;

        for (i=1;i<=2;i++)
        {
            if (i == 1)
            {
                strncpy(sz_choice, "Play", 20);
                sz_choice[19] = '\0';
            }
            else if ( i == 2)
            {
                strncpy(sz_choice, "Options", 20);
                sz_choice[19] = '\0';
            }

            if (choice_current == i)
            {
                font_quality = SHADED;
            }
            else font_quality = SOLID;

            cur_pos.y = top_shift + i*50;
            SDL_Surface *font_surface= font_create_surface(font_menu, 250, 120, 35, 10, 100, 100, 100, 0, sz_choice, font_quality);
            SDL_BlitSurface(font_surface, NULL, screen, &cur_pos);
            SDL_FreeSurface (font_surface);
        }

        cur_pos.y = 450;
        SDL_Surface *font_surface= font_create_surface(font_credit, 250, 120, 35, 10, 100, 100, 100, 0, "2010 - 2015 TheDrev", SOLID);
        SDL_BlitSurface(font_surface, NULL, screen, &cur_pos);
        SDL_FreeSurface (font_surface);

        SDL_Flip(screen);
    }

    //free font
    if(font_menu != NULL)TTF_CloseFont(font_menu);
    if(font_credit != NULL)TTF_CloseFont(font_credit);
    SDL_FreeSurface(bg_image->surface);
    Mix_FreeChunk(select);

    //free ressouces
    element* p_browse = images;
    while (p_browse) {
        ressource *res = p_browse->data;
        free(res->name);
        image_free(res->data);
        p_browse = p_browse->next;
    }

    linked_list_clear(&images);

    return EXIT_SUCCESS;
}
Esempio n. 8
0
void load_all_samples(void) {
    int l;

    sample_itexp[0] = sample_load("Itexp1");
    sample_itexp[0]->left_volume = SAMPLE_VOLUME;
    sample_itexp[0]->right_volume = SAMPLE_VOLUME;

    sample_itexp[1] = sample_load("Itexp2");
    sample_itexp[1]->left_volume = SAMPLE_VOLUME;
    sample_itexp[1]->right_volume = SAMPLE_VOLUME;

    sample_itexp[2] = sample_load("Itexp3");
    sample_itexp[2]->left_volume = SAMPLE_VOLUME;
    sample_itexp[2]->right_volume = SAMPLE_VOLUME;

    sample_bomb[1] = sample_load("Bomb1");
    sample_bomb[1]->left_volume = SAMPLE_VOLUME;
    sample_bomb[1]->right_volume = SAMPLE_VOLUME;

    sample_bomb[2] = sample_load("Bomb2");
    sample_bomb[2]->left_volume = SAMPLE_VOLUME;
    sample_bomb[2]->right_volume = SAMPLE_VOLUME;

    sample_bomb[3] = sample_load("Bomb3");
    sample_bomb[3]->left_volume = SAMPLE_VOLUME;
    sample_bomb[3]->right_volume = SAMPLE_VOLUME;

    sample_konsu[1] = sample_load("Guns1");
    sample_konsu[1]->left_volume = SAMPLE_VOLUME;
    sample_konsu[1]->right_volume = SAMPLE_VOLUME;

    sample_konsu[2] = sample_load("Guns2");
    sample_konsu[2]->left_volume = SAMPLE_VOLUME;
    sample_konsu[2]->right_volume = SAMPLE_VOLUME;

    sample_konsu[3] = sample_load("Guns3");
    sample_konsu[3]->left_volume = SAMPLE_VOLUME;
    sample_konsu[3]->right_volume = SAMPLE_VOLUME;

    sample_hit[0] = sample_load("Hit1");
    sample_hit[0]->left_volume = SAMPLE_VOLUME;
    sample_hit[0]->right_volume = SAMPLE_VOLUME;

    sample_hit[1] = sample_load("Hit2");
    sample_hit[1]->left_volume = SAMPLE_VOLUME;
    sample_hit[1]->right_volume = SAMPLE_VOLUME;

    sample_hit[2] = sample_load("Hit3");
    sample_hit[2]->left_volume = SAMPLE_VOLUME;
    sample_hit[2]->right_volume = SAMPLE_VOLUME;

    sample_hit[3] = sample_load("Hit4");
    sample_hit[3]->left_volume = SAMPLE_VOLUME;
    sample_hit[3]->right_volume = SAMPLE_VOLUME;

    sample_aagun = sample_load("Aagun");
    sample_aagun->left_volume = SAMPLE_VOLUME;
    sample_aagun->right_volume = SAMPLE_VOLUME;

    sample_splash[0] = sample_load("Spla1");
    sample_splash[0]->left_volume = SAMPLE_VOLUME;
    sample_splash[0]->right_volume = SAMPLE_VOLUME;

    sample_splash[1] = sample_load("Spla2");
    sample_splash[1]->left_volume = SAMPLE_VOLUME;
    sample_splash[1]->right_volume = SAMPLE_VOLUME;

    sample_splash[2] = sample_load("Spla3");
    sample_splash[2]->left_volume = SAMPLE_VOLUME;
    sample_splash[2]->right_volume = SAMPLE_VOLUME;

    sample_hurr = sample_load("Hurr");
    sample_hurr->left_volume = SAMPLE_VOLUME;
    sample_hurr->right_volume = SAMPLE_VOLUME;

    sample_itshot = sample_load("Itshot");
    sample_itshot->left_volume = SAMPLE_VOLUME;
    sample_itshot->right_volume = SAMPLE_VOLUME;

    sample_spcrash = sample_load("Spcra1");
    sample_spcrash->left_volume = SAMPLE_VOLUME;
    sample_spcrash->right_volume = SAMPLE_VOLUME;

    sample_crash[0] = sample_load("Crash1");
    sample_crash[0]->left_volume = SAMPLE_VOLUME;
    sample_crash[0]->right_volume = SAMPLE_VOLUME;

    sample_crash[1] = sample_load("Crash2");
    sample_crash[1]->left_volume = SAMPLE_VOLUME;
    sample_crash[1]->right_volume = SAMPLE_VOLUME;

    sample_alku = sample_load("Alku");
    sample_alku->left_volume = 32;
    sample_alku->right_volume = 32;

    sample_die[0] = sample_load("Die1");
    sample_die[1] = sample_load("Die2");
    sample_die[2] = sample_load("Die3");
    sample_die[3] = sample_load("Die4");
    sample_die[4] = sample_load("Die5");
    sample_die[5] = sample_load("Die6");
    sample_die[6] = sample_load("Die7");
    sample_die[7] = sample_load("Die8");
    sample_die[8] = sample_load("Die9");

    for (l = 0; l < 9; l++) {
        sample_die[l]->left_volume = SAMPLE_VOLUME - 8;
        sample_die[l]->right_volume = SAMPLE_VOLUME - 8;
    }
}