Esempio n. 1
0
//Sounds
void ce_game::playSounds(){

	//Walk sound if not already playing
	if ((key[KEY_A] || key[KEY_D] || key[KEY_LEFT] || key[KEY_RIGHT]) && (player->isWalkingLeft || player->isWalkingRight) && !jumpSound){
		if (!walkSound){
			walkSound = true;
			play_sample(walk,255,128,1000,10000);
		}
	}else{
		walkSound = false;
		stop_sample(walk);
	}

	//Ladder sound if not already playing
	if ((key[KEY_W] || key[KEY_S] || key[KEY_UP] || key[KEY_DOWN]) && player->isClimbing && !jumpSound){
		if (!ladderSound){
			ladderSound = true;
			play_sample(ladder,255,128,1000,10000);
		}
	}else{
		ladderSound = false;
		stop_sample(ladder);
	}

	//Jump sound if not already playing
	if (player->isJumping){
		if (!jumpSound){
			jumpSound = true;
			play_sample(jump,255,128,1000,10000);
		}
	}else{
		jumpSound = false;
		stop_sample(jump);
	}
}
Esempio n. 2
0
void ce_game::end_game(){
	isPlaying = false;

	//Stop sounds
	stop_sample(walk);
	stop_sample(jump);
	stop_sample(ladder);

	//Play ending sound
	if (hasWon){
		play_sample(win,255,128,1000,0);
	}else{
		play_sample(death,255,128,1000,0);
	}
}
Esempio n. 3
0
int makeSlider(slider_t *theSlider)
{
  SAMPLE *slideNoise = makeSample("Menu_Sounds/SliderNoise.wav");
	BITMAP *bar = makeBitmap("Menu_Images/Slider.bmp");

	if (mouse_b && menu_mouseIsOverSlider(theSlider))
	{
			theSlider->position += (mouse_x - theSlider->position)/ 4;
            stop_sample(slideNoise);
            play_sample(slideNoise, 155, 0, 1000, 0);
	}
	draw_sprite(menuBuffer, bar, theSlider->position - 10, theSlider->top + 5);

    theSlider->current = (int)(((theSlider->position - theSlider->left) * theSlider->values)/theSlider->width) + 1;

    if (theSlider->current > theSlider->values)
    {
       theSlider->current = theSlider->values;
    }
    else if (theSlider->current < 1)
    {
       theSlider->current = 1;
    }
	return (theSlider->current);
}
Esempio n. 4
0
static inline void tur_do_laser(game_data_t *gd, turret_t *turret)
{
	
	/* shoot something? */
	turret->laser_fire = 0;
	if (turret->target_monster != NULL) {

		if ((fixtoi(turret->angle) == fixtoi(turret->desired_angle)) && tur_target_within_range(turret, (int)turret->target_monster->x + 16, (int)turret->target_monster->y + 16)) {
			if (tur_target_within_sight(turret, (int)turret->target_monster->x + 16, (int)turret->target_monster->y + 16) == 1) {
				if (turret->fire_reset_count == 0) {
					turret->fire_reset_count = 1;
					turret->laser_fire = 1;
					
					stop_sample(gd->samples->gun_laser);
					play_sample(gd->samples->gun_laser, 255, 128, 1000, 0);
					
					/* register damage */
					monster_register_hit(turret->target_monster, 0.5);
				}
			}
		}

	}
	
	if (turret->fire_reset_count > 0)
		turret->fire_reset_count--;
		

	tur_rotate(turret);
	tur_target(turret);

}
Esempio n. 5
0
void movemissile()
{     
     samExplosion2 = load_sample("C:\\Sanchit\\Game Pack\\Sprites\\explosion2.wav");
 
     int x = points[curpoint].x ;
     int y = points[curpoint].y ;
 
     scare_mouse();

     rectfill(buffer,x-6,y-3,x+6,y+1,BLACK);

     if (getpixel(screen,x,y) == GREEN)
     {  
            destroyed++;
            updatescore();
            rectfill(buffer, 2, 14, 636, 352, BLACK);
     }
     else
     {
          putpixel(buffer,x,y-3,SMOKE);
          circlefill(buffer,x,y,2,BLUE);
     }
         
     unscare_mouse();
     
     curpoint++;
     if (curpoint >= totalpoints)
     {        
          play_sample(samExplosion2, 128, 128, 1000, 0);
          destroyed++;

          explosion2(screen, x, y, BLACK);

          textout_ex( screen, font, "Game Over", 300, 230, makecol( 255, 0, 0), makecol( 0, 0, 0));       
          rest(2000);
          textprintf(screen,font,300,245,makecol(255,255,255), "Final Score=%d", score);
          rest(2000);
          
          stop_sample(samSong);
          stop_sample(samExplosion2);
          
          score=-1;
          
          openscreen();
     }
}
Esempio n. 6
0
void MYWAVE::restart()
{
    if (wave != NULL) {
        done = 0;
        paused = 0;
        stop_sample(wave);
        voice = play_sample(wave, vol, panning, 1000, 0);
    }
}
Esempio n. 7
0
void MYWAVE::internal_destroy()
{
    // Stop sound and decrease reference count.
    stop_sample(wave);
    sound_cache_free((char*)wave, true);
    wave = NULL;

    _destroyThis = false;
    done = 1;
}
Esempio n. 8
0
void som::parar()
{
	if (tipo == T_WAV)
	{
		if(!smp) return;
		stop_sample(smp);
	} else if (tipo == T_MID)
	{
		if(!mid) return;
		stop_midi();
	}
}
Esempio n. 9
0
int get_adc_sample(int chan)
{
	int count;
	int value = -1;
	int sum;
	
	set_chan_list(chan, 1);
	set_avg_mode(chan, NO_AVG_MODE, SAMPLE_NUM_8);
	set_sample_mux(chan, g_chan_mux[chan]);
	set_detect_mux(g_chan_mux[chan]);
	set_idle_mux(g_chan_mux[chan]); // for revb
	enable_sample_engine();
	start_sample();

	// Read any CBUS register to delay one clock
	// cycle after starting the sampling engine
	// The bus is really fast and we may miss that it started
	{ count = READ_CBUS_REG(ISA_TIMERE); }

	count = 0;
	while (delta_busy() || sample_busy() || avg_busy()){
		if (++count > 10000){
			printf("ADC busy error.\n");
			goto adc_sample_end;
			}
	}
	
    stop_sample();
    
    sum = 0;
    count = 0;
    value = get_fifo_sample();

	while (get_fifo_cnt()){
        value = get_fifo_sample() & 0x3ff;
        if ((value != 0x1fe) && (value != 0x1ff)){
			sum += value & 0x3ff;
            count++;
        }
	}
	value = (count) ? (sum / count) : (-1);

adc_sample_end:
	
#if AML_ADC_SAMPLE_DEBUG
	printf("ch%d = %d, count=%d\n", chan, value, count);
#endif //AML_ADC_SAMPLE_DEBUG

	disable_sample_engine();
	set_sc_phase();
	return value;
}
Esempio n. 10
0
File: utils.c Progetto: PatzHum/rpg
void exit_sequence(Game* game){
    //check exit keypress
    if(key[KEY_ESC] || key[KEY_Q]){
        fprintf(fpLog, "Game paused.\n");
        stop_sample(game->bgMusic);
        //ensure exit
        textprintf_ex(screen, font, 5, 5,
                      makecol(255, 255, 255), -1,
                      "Press Q again to quit.");
        clear_keybuf();
        if(readkey() >> 8 == KEY_Q){
            game->running = false;
        }else{
Esempio n. 11
0
int get_adc_sample(int chan)
{
	int count;
	int value;
	int sum;
	
	if (!gp_saradc)
		return -1;
		
	spin_lock(&gp_saradc->lock);

	set_chan_list(chan, 1);
	set_avg_mode(chan, NO_AVG_MODE, SAMPLE_NUM_8);
	set_sample_mux(chan, chan_mux[chan]);
	set_detect_mux(chan_mux[chan]);
	set_idle_mux(chan_mux[chan]); // for revb
	enable_sample_engine();
	start_sample();

	// Read any CBUS register to delay one clock cycle after starting the sampling engine
	// The bus is really fast and we may miss that it started
	{ count = get_reg(ISA_TIMERE); }

	count = 0;
	while (delta_busy() || sample_busy() || avg_busy()) {
		if (++count > 10000) {
        			printk(KERN_ERR "ADC busy error.\n");
			goto end;
		}
	}
    stop_sample();
    
    sum = 0;
    count = 0;
    value = get_fifo_sample();
	while (get_fifo_cnt()) {
        value = get_fifo_sample() & 0x3ff;
        if ((value != 0x1fe) && (value != 0x1ff)) {
			sum += value & 0x3ff;
            count++;
        }
	}
	value = (count) ? (sum / count) : (-1);

end:
	//printk("ch%d = %d, count=%d\n", chan, value, count);
	disable_sample_engine();
	spin_unlock(&gp_saradc->lock);
	return value;
}
Esempio n. 12
0
void pingpong_score()
{
     if(for_scoring==2)
           count2++;
     else if(for_scoring==1)
           count1++;   
     textprintf(screen,font,60,2,makecol(255,255,255), "P1=%d", count1);
     textprintf(screen,font,540,2,makecol(255,255,255), "P2=%d", count2);
     if(count1==5 || count2==5)
     {
           declare_winner();
           stop_sample(samSong);
           openscreen();
     }
     startNew();
}
Esempio n. 13
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void showIntro()
{
     SAMPLE *copyAmbient = makeSample("Menu_Sounds/Intro Wind.wav");
     BITMAP *copyBackground = makeBitmap("Menu_Images/Copyright Intro Screen.bmp");
     double startTime;

     blit(copyBackground, screen, 0,0,0,0,1024,768);//Draw the buffer to the screen
      play_sample(copyAmbient, 255, 0, 1000, 0);
      startTime = time(0);
      while (startTime + 10 > time(0) && !key[KEY_ESC])
      {
      }
      stop_sample(copyAmbient);
		destroy_sample(copyAmbient);
		destroy_bitmap(copyBackground);
}
Esempio n. 14
0
void EffectsManager::announcerQuip(int which)
{
	//destroy_sample(currentAnnouncer);
	stop_sample(currentAnnouncer);

	if ( which >= 41 && which < 156 ) // only do announcers
	{
		//char filename[] = "DATA/sfx/GAME_0000.wav";
		//filename[15] = (which/100)%10 + '0';
		//filename[16] = (which/10)%10 + '0';
		//filename[17] = (which % 10) + '0';
		currentAnnouncer = basic_sfx[which];// load_sample(filename);
		if ( currentAnnouncer != NULL )
		{
			playSFXOnce(currentAnnouncer);
		}
	}
}
Esempio n. 15
0
void printScenarioOptions()
{
    static int firstTime = 1;
    static slider_t moneySlider;

     if (firstTime)
     {
         initializeSlider(&moneySlider, 493, 190, 442, 50, 4, 1, 700);
     }
    static MENUBUTTON forwardArrow;
    initializeButton(&forwardArrow, 920, 677, 57, 50, "Menu_Images/Forward Arrow.bmp");

    BITMAP *newBackground = makeBitmap("Menu_Images/Scenario Menu 01.bmp");

    draw_sprite(menuBuffer, newBackground, 0, 0);
    makeSlider(&moneySlider);

    if (menu_mouseIsOver(&forwardArrow))
           {
                 forwardArrow.picture = makeBitmap("Menu_Images/Forward ArrowH.bmp");
           }
           else if (!menu_mouseIsOver(&forwardArrow))
           {
               forwardArrow.picture = makeBitmap("Menu_Images/Forward Arrow.bmp");
           }

        if (mouse_b)
        {
             if (menu_mouseIsOver(&forwardArrow))
             {
                showAssignment();
               stop_sample(newAmbient);
               loadingPhase = 0;
               inGame = 1;
               initializeAllObjects();
               initializeMapSquares();
                SPQR_Game();
					emptyGame();
             }
        }
        draw_sprite(menuBuffer, forwardArrow.picture, forwardArrow.left, forwardArrow.top);
        firstTime = 0;
}
Esempio n. 16
0
int pingpong()
{
    buffer = create_bitmap( 640, 480); 
    BITMAP *BGpong = load_bitmap("C:\\Sanchit\\Game Pack\\Sprites\\BGpong.bmp", NULL);
    
    
    samSong = load_sample("C:\\Sanchit\\Game Pack\\Sprites\\pingpong.wav");
    play_sample(samSong, 128, 128, 1000, 1);
    setupGame();

    while( !key[KEY_ESC])
    {
        draw_sprite(buffer, BGpong, 0,0);
        textprintf(buffer,font,60,2,makecol(255,255,255), "P1=%d", count1);
        textprintf(buffer,font,540,2,makecol(255,255,255), "P2=%d", count2);        
        p1Move();
        p2Move();
        moveBall();
        
        checkWin();
        
        if(scored==1)
                pingpong_score();
        
        if(key[KEY_BACKSPACE])
        {
                      count1=0;
                      count2=0;
                      ball_x=320;
                      ball_y=240;
                      p1_x = 20;
                      p1_y = 210;
                      p2_x = 620;
                      p2_y = 210;
                      stop_sample(samSong);
                      openscreen();
        }              
    }    
    return 0;
}
Esempio n. 17
0
// -2 -> hole  -1 -> all chances are over  0 -> ball lost   1 -> successful
int ball::update_position(int value) {
    play_sample(swing, VOLUME, PANNING, PITCH, TRUE);
    rest(100);
    stop_sample(swing);
    currx = initx;    curry = inity;
    for (int i=0; i<value-50; i+=5) { //without -50 level 3 was not working properly impossible to hit condition
        currx+=xspeed;    curry+=yspeed;
        blit(buffer, screen, 0, 0, 0, 0, 640, 480);
        draw_sprite(screen, image, currx, curry);
        if(HOLE.is_inside(currx,  curry, currx+width, curry+height)) { //birdie
                blit(buffer, screen, 0, 0, 0, 0, 640, 480);
                draw_sprite(screen, image, 60, 60); //draw ball inside hole
                blit(win, screen, 0, 0, 0, 0, 640, 480); 
                rest(2500);
                return -2;         
        }
        //check for ball in water for level 1
        if (level == 1) {
            if (!(((curry > 15 && curry<156) && (currx >16 && currx<615)) || ((curry > 156 && curry<460) && (currx >475 && currx<615)))) {
                return(ball_lost());   }            
        }    
        //for level 2
        else if (level == 2) {
            if (!((((curry>15&&curry<120)||(curry>360&&curry<465)) && (currx>23&&currx<617))   ||   ((curry>120&&curry<360)&&(currx>430&&currx<617)))) {
                return(ball_lost()); }
        }
        //for level 3
        else if (level == 3) {
            if (!((((curry>15&&curry<110)||(curry>380&&curry<450)) && (currx>22&&currx<618))   ||   ((curry>110&&curry<380)&&(currx>498&&currx<618))   ||   ((curry>140&&curry<380)&&(currx>22&&currx<110)))) {
                return(ball_lost()); }
        }
        
        rest(260-value); //rest before repeating loop
    }
    
    initx = currx;        inity = curry;
    if (ball_left < 0)    { draw_sprite(screen, gameover, 0, 0); rest(2500); return -1;} //All chances are over
    
    return 1; //successful
}  
Esempio n. 18
0
void update_crusher()
{
  if (alarm_crazy_time < 0) {
    if (alarm_time_blue >= 0) {
      alarm_time_blue++;
      if (1000*alarm_time_blue/FRAMES_PER_SECOND > alarm_msec_blue)
        alarm_time_blue = -1;
    }

    if (alarm_time_red >= 0) {
      alarm_time_red++;
      if (1000*alarm_time_red/FRAMES_PER_SECOND > alarm_msec_red)
        alarm_time_red = -1;
    }
  }
  else {
    alarm_crazy_time++;
    if (alarm_crazy_time > FRAMES_PER_SECOND*3/2) {
      stop_sample(datafile[SAMP_ALARM].dat);
      alarm_crazy_time = -1;
      alarm_time_blue = -1;
      alarm_time_red = -1;
    }
    else {
      alarm_crazy_switch++;
      if (alarm_crazy_switch > FRAMES_PER_SECOND/8) {
        alarm_crazy_switch = 0;

        if (alarm_time_blue >= 0) {
          alarm_time_blue = -1;
          alarm_time_red = 0;
        }
        else {
          alarm_time_blue = 0;
          alarm_time_red = -1;
        }
      }
    }
  }
}
Esempio n. 19
0
void Sound::Sample::draw()
{
    // Erste Rechnung: 255 ist volle Lautstaerke, 0 - 20 ist unsere Skala.
    // Mittlere 127: In der Mitte des Bildschirms
    // Mittlere 1000: Normale Schnelligkeit
    // Hintere 0: Kein Loop
    if (sample) {
        if (unique && (loud || (quiet && !last_was_loud))) stop_sample(sample);

        if (loud) {
            last_was_loud = true;
            play_sample(sample, useR->sound_volume
             * 256 / 20, 127, 1000, 0);
        }
        else if (quiet) {
            last_was_loud = false;
            play_sample(sample, useR->sound_volume
             *  64 / 20, 127, 1000, 0);
        }
        loud  = false;
        quiet = false;
    }
}
Esempio n. 20
0
void newGame()
{

    BITMAP *loadScreen = NULL;
    loadScreen = load_bitmap("Loading Screen.bmp", NULL); // Load our picture
    BITMAP *newBuffer = NULL;
    newBuffer = create_bitmap(1024,768); //Create an empty bitmap.


    float creditPosition = 1024;
    int aKey = -1;

    creditPosition = advanceCredits(0, creditPosition);
    creditPosition = advanceCredits(735, creditPosition);
    creditPosition = advanceCredits(1590, creditPosition);
    creditPosition = advanceCredits(2500, creditPosition);

    
    stop_midi();
    SAMPLE *transmission1 = load_sample("Transmission1.wav");
    play_sample(transmission1, 255, 0, 1000, 0);
    fallingText();
    stop_sample(transmission1);
    draw_sprite(newBuffer, loadScreen, 0, 0);
    blit(newBuffer, screen, 0,0,0,0,1024,768);//Draw the buffer to the screen
    
    while (!key[KEY_SPACE])
    {
          readkey();
    }
    
    
 
return;

}
int main(int argc, char *argv[])
{//start of main function

	//set gameover = true to stop the game from loading before the player plays
	GAMEOVER=true;

	//variable declerations
	int id;

	//variables used for the threads
	pthread_t pthread0;
    pthread_t pthread1;
    int threadid0 = 0;
	int threadid1 = 1;
	int threadid2 = 2;
	int threadid3 = 3;
	int threadid4 = 4;
	int threadid5 = 5;
	int threadid6 = 6;


	//set is intro to true to play the intro
	bool inIntro =true; 

	//variable used to display the players message
	char *playermessage;

	//map variables 
	int mapxoff = 0;
	int mapyoff = 0;

	//game speed variables declerations and initalization
	int frames_per_sec=0;
	int frames_done=0;
	int old_time =0;
	int totaltime=0;

	//declare allegro variables
	//BITMAP *buffer;
	BITMAP *intro;

	//initalize the classes
	//player *owl;
	sprite *hearts[3];
	sprhandler = new spritehandler();
	snake *snakeboss;

	//initalize allegro
	allegro_init();
	install_keyboard();
	install_timer();
	set_keyboard_rate(1000,1000);
	install_sound(DIGI_AUTODETECT,MIDI_AUTODETECT,NULL);

	//initalize the screen
	set_color_depth(COLORDEPTH);
	set_gfx_mode(MODE,WIDTH,HEIGHT,0,0);

	//lock both the varibale and the funciton to be used by the interrupt handler
	LOCK_VARIABLE(ticks);
	LOCK_FUNCTION(ticker);
	//install the interrupt handler which calls the ticker 60 times a second
	install_int_ex(ticker,BPS_TO_TIMER(FPS));
	
	//lock both the varibale and the funciton to be used by the interrupt handler
	//these 
	LOCK_VARIABLE(gametime);
	LOCK_FUNCTION(game_time_ticker);
	
	//install the interrupt handler which calls the game time ticker
	//game time ticker is in 10ths of seconds
	install_int_ex(game_time_ticker,BPS_TO_TIMER(10));

	//create back buffer
    buffer = create_bitmap(SCREEN_W, SCREEN_H);

	//create the intro screen by loading the bitmap into the intro buffer
	intro = load_bitmap("flightless title.bmp",NULL);
	if(!intro){
		allegro_message("Error loading intro image");
		return 1;
	}

	//seed the random function
	srand(time(NULL));
	
	//load fonts
	FONT *dicot_22_font;
	PALETTE palette;
	
	//load the the font for the header of the application
	dicot_22_font = load_font("dicot_22.pcx", palette, NULL);
	
	//load and display the intro screen
	while(inIntro)
	{
		//display the intro screen for the game
		blit(intro,screen,0,0,0,0,SCREEN_W,SCREEN_H);
		
		//wait for the player to press enter to start the game
		if(key[KEY_ENTER]){
			inIntro=false;
			GAMEOVER=false;
		}
		
		//if the player presses esc then exit the game and the intro
		if(key[KEY_ESC]){
			inIntro=false;
			GAMEOVER=true;
		}
	}
	//for as many badies make sprites to hold the bugs
	for(int i=0;i<BADIES;i++)
	{
			//initalize the bug sprite
			 bug[i] = new bugs();

			//load the bug sprite sheet
			if(!bug[i]->load("bug.bmp")){
			allegro_message("Error loading bug sprite");
			return 1;
			}

			//initalize the bug propertys
			bug[i]->init();
			
			//add sprites to the sprite handler
			sprhandler->addbugs(bug[i]);
	}
	//initalize the player
	owl = new player();

	//load the players sprite sheet
	if(!owl->load("owl sprite_new.bmp")){
		allegro_message("Error loading owl sprite");
		return 1;
	}
	
	//initalize the sprite properties
	owl->init();

	//add the player object to the sprite handler
	sprhandler->addsprite(owl);

	//create the new snake object
	snakeboss = new snake();

	//load the snake
	if(!snakeboss->load("snake_Tiles.bmp")){
		allegro_message("Error loading snake sprite");
		return 1;
	}
	//initalize the snake
	snakeboss->init();
	//snakeboss->alive=false;

	//add the snake to the sprite handler
	sprhandler->addboss(snakeboss);

	//create for loop to load the players health indicator
	for(int i=1;i<4;i++)
	{
		//create new sprite objects to hold the images
		hearts[i-1] = new sprite();

		//load the players health image
		if(!hearts[i-1]->load("FullHealth.bmp")){
			allegro_message("Error loading player Health");
			return 1;
		}
			//set sprite properties
			hearts[i-1]->x = SCREEN_W-35*i;
			hearts[i-1]->y = 10;
			hearts[i-1]->width = 30;
			hearts[i-1]->height = 30;
			hearts[i-1]->velx = 0;
			hearts[i-1]->vely = 0;
			hearts[i-1]->animcolumns = 0;
			hearts[i-1]->curframe = 0;
			hearts[i-1]->totalframes =1;
			hearts[i-1]->animdir = 0;
			//object type of non moving sprite
			hearts[i-1]->objecttype=2;
			hearts[i-1]->alive=0;

		//add the players health to the sprite handler
		sprhandler->addsprite(hearts[i-1]);
	}
	

	//create the music samples
	SAMPLE *ingamesong;

	//load the wav file into the samples
	//main game soundtrack
	ingamesong=load_sample("melo-24_Clip.wav");
	if(ingamesong==NULL){
			allegro_message("Error loading game soundtrack");
			return 1;
	}

	//use mappy.h global function MapLoad to load the .FMP file
	MapLoad("flightless.FMP");
	
	//play the sample music
	int playing = play_sample(ingamesong,150,125,1000,true);

	//start the clock to time the player
	startTime = time(NULL);

	//create the thread for player
    id = pthread_create(&pthread0, NULL, playerdraw_thread, (void*)&threadid5);

	//create the thread for the bugs
	id = pthread_create(&pthread1, NULL, wormdraw_thread, (void*)&threadid0);
	id = pthread_create(&pthread1, NULL, wormdraw_thread, (void*)&threadid1);
	id = pthread_create(&pthread1, NULL, wormdraw_thread, (void*)&threadid2);
	id = pthread_create(&pthread1, NULL, wormdraw_thread, (void*)&threadid3);
	id = pthread_create(&pthread1, NULL, wormdraw_thread, (void*)&threadid4);

	//create the thread to draw the snake
	id = pthread_create(&pthread1, NULL, snakedraw_thread, (void*)&threadid0);

	//main game loop
	while (!GAMEOVER)
	{		

		while (ticks==0)
		{
			rest(1);
		}
		while(ticks>0)
		{
			if(key[KEY_ESC])
			{
				playermessage="You quit :( Please come back again.";
				GAMEOVER=true;
			}
			
			//get the previous value of ticks and store them
			old_ticks=ticks;

			//each time we hit this loop we increment the mapxoffset +1 			
			if(mapxoff<mapwidth*mapblockwidth)
			{
				//if the player is not hiding update the map
				if(owl->state!=2)
				{
					mapxoff++;
				}
			}
			//draw the background tiles via the mappy global funciton MapDrawBG
			MapDrawBG(buffer,mapxoff,0,0,0,WIDTH-1,HEIGHT-1);
	
			//draw the players health indicator based on the owls health/30
			for (int i=0;i<((owl->health)/30);i++)
			{
				hearts[i]->draw(buffer);
			}
			
			//lock the varibales to protect them from the unsynced threads
			pthread_mutex_lock(&threadsafe);

			//get the player input
			owl->getinput();	

			sprhandler->updatebugs();
			sprhandler->updatesnake();

			//decrement the ticks
			ticks--;
			
			//unlock the mutex
			pthread_mutex_unlock(&threadsafe);
			//if the logic is taking too long abort and draw the screen
			if(old_ticks<=ticks)
				break;
		}
		//for every second that passess we need to call this function
		if(gametime - old_time >= 10)
		{
			//frames_per_sec holds the number of frames drawn in the last sec
			frames_per_sec = frames_done;

			//reset these variables for the next second
			frames_done =0;
			old_time=gametime;
		}
		//Decrement the players health
		if(gametime%120==0)
		{
 			owl->takedamage(2);
		}
		if(sprhandler->getsnakes(0)->alive==false && gametime%400==0)
		{
			sprhandler->getsnakes(0)->resurrect();
		}
		//check players health
		if(owl->health<=0)
		{
			playermessage="You have died...please remeber to eat next time.";
			GAMEOVER=true;
		}
		//stop the window from scrolling
		if(GAMEOVER==true ||mapxoff>=mapwidth*mapblockwidth-WIDTH)
		{
			if(mapxoff>=mapwidth*mapblockwidth-WIDTH)
				playermessage="Great job player you passed the game! Way to go.";
			//stop the map from moving
			mapxoff=mapwidth*mapblockwidth-WIDTH;
			
			//stop the music from playing
			stop_sample(ingamesong);

			//create the music samples
			SAMPLE *cheer=NULL;
	
			//load the wav file into the sample
			cheer=load_sample("app.wav");
			if(cheer==NULL){
					allegro_message("Error loading game soundtrack");
					return 1;
				}

			//play the sample music
			play_sample(cheer,255,125,1000,true);

			//message the player...even if they are a quiter!
			textprintf_ex(screen,dicot_22_font,200,SCREEN_H/2,makecol(255,0,0),-1,playermessage);

			rest(2000);
 	  	 	GAMEOVER=true;
		}
		//show frames fer second on the screen by pressing "cntrl f"
		if(key[KEY_F])
		{
			if(key_shifts & KB_CTRL_FLAG)
			{
				//switch the showFPS flag to display the FPS
				SHOWFPS=!SHOWFPS;
			}
			//SHOWFPS=SHOWFPS;
		}
		if(SHOWFPS==true)
			textprintf_ex(buffer,font,20,20,WHITE,0,"frames= :%d",frames_per_sec);

		if(key[KEY_H])
		{
			if(key_shifts & KB_CTRL_FLAG)
			{
				//switch the SHOWHEALTH flag to display the FPS
				SHOWHEALTH=!SHOWHEALTH;
			}
			//SHOWHEALTH=SHOWHEALTH;
		}
		
      
		//update the screen using a double buffering technique
		acquire_screen();

		blit(buffer,screen,0,0,0,0,WIDTH,HEIGHT);
		release_screen();
		
		//everytime we bilt from buffer to screen increase frames_done
		frames_done++;
    }
	
	//find the time that the game ended
	endTime = time(NULL);

		//kill the mutex (thread protection)
    pthread_mutex_destroy(&threadsafe);

	//call to create the final image to present to the user
 	create_close(buffer,dicot_22_font,owl);
	
	//Garbage Collection clean up all of the objects that are being used in memory
	remove_keyboard();
	remove_timer();
	
	//destory the bitmaps that we are using
	destroy_bitmap(buffer);
	destroy_bitmap(intro);

	//destroy the map
	MapFreeMem();

	//delete the sprites
	delete sprhandler;

	//call to allegro exit
	allegro_exit();
	return 0;

}//end of main
Esempio n. 22
0
/**
 * Stop a sample from playing, which is required if you have set a
 * sample going in looped mode. If there are several copies of the
 * sample playing, it will stop them all.
 */
static VALUE sample_stop(VALUE self) {
  SAMPLE *sample;
  Data_Get_Struct(self, SAMPLE, sample);
  stop_sample(sample);
  return self;
}
Esempio n. 23
0
void shutdown_crusher()
{
  stop_sample(datafile[SAMP_CRUSHER_MOTOR].dat);
  stop_sample(datafile[SAMP_ALARM].dat);
}
Esempio n. 24
0
void playSFXOnce(SAMPLE* sample)
{
	stop_sample(sample);
	play_sample(sample, 255, 127, 1000, 0); 
}
Esempio n. 25
0
static bool
physics_in (struct anim *g)
{
  struct coord nc;
  struct pos np, pbf, pmt, pmtf, pmtb,
    npmbo, npmbo_nf;
  struct frame nf;
  struct frame_offset fo;

  if (g->i == 0) {
    next_frame (&g->f, &g->f, &g->fo);

    int dirf = (g->f.dir == LEFT) ? -1 : +1;
    int dirb = (g->f.dir == LEFT) ? +1 : -1;
    survey (_mt, pos, &g->f, &nc, &pmt, &np);
    prel (&pmt, &pmtf, +0, dirf);
    prel (&pmt, &pmtb, +0, dirb);

    if (! is_strictly_traversable (&pmt)
        || ! is_strictly_traversable (&pmtf)
        || ! is_strictly_traversable (&pmtb))
      place_in_initial_fall (g);
  }

  /* fall speed */
  if (g->i > 0)
    g->fo.dx = -g->inertia;
  if (g->i > 4) {
    int speed = +21 + 3 * (g->i - 5);
    g->fo.dy = (speed > 33) ? 33 : speed;
  }

  /* land on ground */
  struct frameset *frameset = get_guard_fall_frameset (g->type);
  fo.b = frameset[g->i > 2 ? 2 : g->i].frame;
  fo.dx = frameset[g->i > 2 ? 2 : g->i].dx;
  fo.dy = frameset[g->i > 2 ? 2 : g->i].dy;

  if (g->i > 0) g->fo.dx = -g->inertia;
  if (g->i > 2) {
    int speed = +21 + 3 * (g->i - 5);
    fo.dy = (speed > 33) ? 33 : speed;
  }
  fo.dy += 8;

  survey (_mbo, pos, &g->f, &nc, &np, &npmbo);
  next_frame (&g->f, &nf, &fo);
  survey (_mbo, pos, &nf, &nc, &np, &npmbo_nf);

  if (g->i > 2
      && ! is_strictly_traversable (&npmbo)
      && npmbo.floor != npmbo_nf.floor) {
    g->inertia = g->cinertia = 0;

    if (is_colliding (&g->f, &g->fo, +16, false, &g->ci)) {
      if (g->ci.t != WALL)
        g->f.c.x += (g->f.dir == LEFT) ? +16 : -16;
      else
        g->f.c.x += (g->f.dir == LEFT) ? +8 : -8;
    }

    survey (_bf, pos, &g->f, &nc, &pbf, &np);
    /* pos2view (&pbf, &pbf); */
    frameset = get_guard_vigilant_frameset (g->type);
    g->f.b = frameset[0].frame;
    place_on_the_ground (&g->f, &g->f.c);

    shake_loose_floor_row (&pbf);

    if (g->i >= 8 && ! g->immortal
        && ! g->fall_immune) {
      g->hurt = true;
      g->splash = true;
      g->current_lives--;

      if (g->i >= 10) g->current_lives = 0;

      if (g->current_lives > 0) g->uncouch_slowly = true;
    } else if (g->i > 3) {
      play_sample (hit_ground_sample, g->f.c.room);
      g->hurt = false;
    } else g->hurt = false;

    stop_sample (g->sample, scream_sample);

    survey (_mt, pos, &g->f, &nc, &pmt, &np);
    g->p = pmt;

    if (con (&pmt)->fg == SPIKES_FLOOR
        && ! spikes_floor_at_pos (&pmt)->inactive)
      guard_die_spiked (g);
    else if (g->current_lives <= 0) {
      play_sample (hit_ground_fatal_sample, g->f.c.room);
      guard_die_suddenly (g);
      g->death_reason = FALL_DEATH;
    } else {
      place_on_the_ground (&g->f, &g->f.c);
      g->f.c.y++;
      guard_vigilant (g);
    }

    return false;
  }

  return true;
}
Esempio n. 26
0
void goToNewGameMenu()
{
     int i = 0;
     int finishedSelecting = 0;

    BITMAP *check =  makeBitmap("Menu_Images/Checked Box.bmp");
    BITMAP *empty =  makeBitmap("Menu_Images/Check Box.bmp");

    MENUBUTTON aToggle[3];
           initializeButton(&aToggle[0], 65, 38, 314, 46, "Menu_Images/Check Box.bmp");
           initializeButton(&aToggle[1], 65, 111, 314, 46, "Menu_Images/Check Box.bmp");
           initializeButton(&aToggle[2], 65, 186, 314, 46, "Menu_Images/Check Box.bmp");

   MENUBUTTON backArrow;
       initializeButton(&backArrow, 10, 715, 50, 50, "Menu_Images/Back Arrow.bmp");


     int toggleClicked = -1;


     BITMAP *newBackground = makeBitmap("Menu_Images/New Game Initial.bmp");

     BITMAP *mouse =  makeBitmap("Menu_Images/Mouse.bmp");
     newAmbient = makeSample("Menu_Sounds/Battle Drums.wav");
     SAMPLE *toggleNoise = makeSample("Menu_Sounds/ToggleNoise.wav");

     play_sample(newAmbient, 100, 0, 1000, 1);

     while (1)
     {
           if (mouse_b)
           {
                for (i = 0; i <= 2; i++)
                {
                          if (menu_mouseIsOver(&aToggle[i]))
                          {
                             toggleClicked = i;
                             aToggle[i].picture = check;
                             stop_sample(toggleNoise);
                             play_sample(toggleNoise, 255, 0, 1000, 0);
                             finishedSelecting = 1;
                             //newBackground = load_bitmap("New Game Background 01.bmp", NULL);
                          }


                 }

                 if (menu_mouseIsOver(&backArrow))
                 {
                    stop_sample(newAmbient);
                    return;
                 }
           }
           for (i = 0; i <= 2; i++)
           {
               if (toggleClicked != i)
               {
                    aToggle[i].picture = empty;
               }
           }

           draw_sprite(menuBuffer, newBackground, 0, 0);

           if (finishedSelecting)
           {
               if (toggleClicked == 0)
               {
                  textprintf_centre_ex(menuBuffer, font, 500, 300, makecol(255, 255, 255), -1, "Not availible in the demo version!");
                  //printCampaignOptions();
               }
               if (toggleClicked == 1)
               {
                  printScenarioOptions();
               }
               if (toggleClicked == 2)
               {
                  textprintf_centre_ex(menuBuffer, font, 500, 300, makecol(255, 255, 255), -1, "Not availible in the demo version!");
                  //printBattleOptions();
               }
           }
           if (menu_mouseIsOver(&backArrow))
           {
                 backArrow.picture = makeBitmap("Menu_Images/Back ArrowH.bmp");
           }
           else
           {
               backArrow.picture = makeBitmap("Menu_Images/Back Arrow.bmp");
           }
           draw_sprite(menuBuffer, backArrow.picture, backArrow.left, backArrow.top);
           for (i = 0; i <= 2; i++)
           {
                draw_sprite(menuBuffer, aToggle[i].picture, aToggle[i].left, aToggle[i].top);
           }
           draw_sprite(menuBuffer, mouse, mouse_x, mouse_y);
           blit(menuBuffer, screen, 0,0,0,0,1024,768);
           clear_bitmap(menuBuffer);
     }
     stop_sample(newAmbient);
}
Esempio n. 27
0
void printCampaignOptions()
{
     int i = 0;

    static int firstTime = 1;
    static int timeClicked = 0;
    static int sliderClicked = 1;

    BITMAP *check =  makeBitmap("Menu_Images/Checked Box.bmp");
    BITMAP *empty =  makeBitmap("Menu_Images/Check Box.bmp");

    static MENUBUTTON aSlider[3];


    static MENUBUTTON forwardArrow;


    static MENUBUTTON tutorial;

    BITMAP *newBackground = makeBitmap("Menu_Images/Campaign Menu 01.bmp");


   BITMAP *slider =  makeBitmap("Menu_Images/Slider.bmp");
   static BITMAP *difficulties[3];

   SAMPLE *slideNoise = makeSample("Menu_Sounds/SliderNoise.wav");

    if (firstTime)
    {
       initializeButton(&aSlider[0], 490, 180, 150, 50, "Menu_Images/Slider.bmp");
       initializeButton(&aSlider[1], 625, 180, 150, 50, "Menu_Images/Slider.bmp");
       initializeButton(&aSlider[2], 810, 180, 150, 50, "Menu_Images/Slider.bmp");
       initializeButton(&forwardArrow, 920, 677, 57, 50, "Menu_Images/Forward Arrow.bmp");
       initializeButton(&tutorial, 530, 340, 290, 46, "Menu_Images/Checked Box.bmp");
       difficulties[0] = makeBitmap("Menu_Images/Senator.bmp");
       difficulties[1] = makeBitmap("Menu_Images/Consul.bmp");
       difficulties[2] = makeBitmap("Menu_Images/Emperor.bmp");
    }

    draw_sprite(menuBuffer, newBackground, 0, 0);

    if (menu_mouseIsOver(&forwardArrow))
    {
                 forwardArrow.picture = makeBitmap("Menu_Images/Forward ArrowH.bmp");
    }
    else if (!menu_mouseIsOver(&forwardArrow))
    {
               forwardArrow.picture = makeBitmap("Menu_Images/Forward Arrow.bmp");
    }

    switch(sliderClicked)
    {
        case 0:
             draw_sprite(menuBuffer, slider, 498, 197);
             draw_sprite(menuBuffer, difficulties[0], 617, 255);
        break;
        case 1:
             draw_sprite(menuBuffer, slider, 700, 197);
             draw_sprite(menuBuffer, difficulties[1], 617, 255);
        break;
        case 2:
             draw_sprite(menuBuffer, slider, 913, 197);
             draw_sprite(menuBuffer, difficulties[2], 617, 255);
        break;
    }

        if (mouse_b)
        {
            for (i = 0; i <= 2; i++)
            {
                      if (menu_mouseIsOver(&aSlider[i]))
                      {
                         sliderClicked = i;
                         stop_sample(slideNoise);
                         play_sample(slideNoise, 155, 0, 1000, 0);
                         break;
                      }
             }
             if (menu_mouseIsOver(&forwardArrow))
             {
                return;
             }
             if (menu_mouseIsOver(&tutorial) && timeClicked < time(0))
             {
                timeClicked = time(0);
                if (tutorial.picture == empty)
                {
                   tutorial.picture = check;
                }
                else
                {
                    tutorial.picture = empty;
                }
             }
        }
        draw_sprite(menuBuffer, tutorial.picture, tutorial.left, tutorial.top);
        draw_sprite(menuBuffer, forwardArrow.picture, forwardArrow.left, forwardArrow.top);
        firstTime = 0;
}
Esempio n. 28
0
int savecity()
{
     buffer = create_bitmap(640,480);
     
     samSong = load_sample("C:\\Sanchit\\Game Pack\\Sprites\\savecity.wav");
     samExplosion1 = load_sample("C:\\Sanchit\\Game Pack\\Sprites\\explosion1.wav");

     textout(buffer,font,"Save City (ESC to quit)",0,1,WHITE);

     updatescore();

//     rect(buffer, 0, 12, SCREEN_W-2, SCREEN_H-2, RED);

     city = load_bitmap("C:\\Sanchit\\Game Pack\\Sprites\\city.bmp", NULL);
     for (n = 0; n < 5; n++)
         masked_blit(city, buffer, 0, 0, 20+n*120, SCREEN_H-city->h-2, city->w, city->h);

     crosshair = load_bitmap("C:\\Sanchit\\Game Pack\\Sprites\\crosshair.bmp", NULL); 
     set_mouse_sprite(crosshair);
     set_mouse_sprite_focus(15,15);
     show_mouse(buffer); 
     
     play_sample(samSong, 128, 128, 1000, 1);
     
     while (!key[KEY_ESC])
     {
           //above the red was border get destroyed
           rect(buffer, 0, 12, SCREEN_W-2, SCREEN_H-2, RED);
           
           mx = mouse_x;
           my = mouse_y;
           mb = (mouse_b & 1);
     
           if (destroyed)
                firenewmissile();
     
           if (mb)
           {
                explosion1(screen,mx,my,GREEN);
                play_sample(samExplosion1, 40, 128, 1000, 0);
           }
           
           movemissile();
           
           blit(buffer,screen,0,0,0,0,640,480);
           
           if(key[KEY_BACKSPACE])
           {    
                 score=-1;        
                 firenewmissile();
                 stop_sample(samSong);

                 openscreen();        
           }
              
           if(key[KEY_ESC])
           {
                           exit(1);
           }
           
                         
           if(score>=0 && score <5)
                 rest(10);
           else if(score>=5 && score<10)
                 rest(9);            
           else if(score>=10 && score<15)
                 rest(8);            
           else if(score>=15 && score<20)
                 rest(7);            
           else if(score>=20 && score<25)
                 rest(6);            
           else if(score>=25 && score<30)
                 rest(5);            
           else if(score>=30 && score<35)
                 rest(4);            
           else if(score>=35 && score<40)
                 rest(3);
           else if(score>=40 && score<45)
                 rest(2);
           else if(score>=45)
                 rest(1);            
                                   
     }
     
     set_mouse_sprite(NULL);
     destroy_bitmap(city);
     destroy_bitmap(crosshair);
    // openscreen();
     return 0;
}
Esempio n. 29
0
void printBattleOptions()
{

     static slider_t aBattleSlider[3];

     static int firstTime = 1;
     static int characterClicked = 0;
    static BITMAP *godNames[3];

     if (firstTime)
     {
         initializeSlider(&aBattleSlider[0], 493, 190, 442, 50, 4, 1, 700);
         initializeSlider(&aBattleSlider[1], 493, 315, 442, 50, 4, 1, 700);
         initializeSlider(&aBattleSlider[2], 493, 600, 442, 50, 4, 1, 700);
         firstTime = 0;

    godNames[0] = makeBitmap("Menu_Images/Jupiter Name.bmp");
    godNames[1] = makeBitmap("Menu_Images/Mars Name.bmp");
    godNames[2] = makeBitmap("Menu_Images/Neptune Name.bmp");
     }

    BITMAP *newBackground = makeBitmap("Menu_Images/Single Battle Menu 01.bmp");
    int i = 0;
    int j = 0;
    static MENUBUTTON forwardArrow;
    initializeButton(&forwardArrow, 920, 677, 57, 50, "Menu_Images/Forward Arrow.bmp");

    static MENUBUTTON aGod[3];
    initializeButton(&aGod[0], 475, 434, 129, 66, "Menu_Images/Zeus.bmp");
    initializeButton(&aGod[1], 649, 434, 129, 66, "Menu_Images/Mars.bmp");
    initializeButton(&aGod[2], 825, 434, 129, 66, "Menu_Images/Neptune.bmp");

    static SAMPLE *aGodSound[3];
    aGodSound[0] = makeSample("Menu_Sounds/Jupiter.wav");
    aGodSound[1] = makeSample("Menu_Sounds/Mars.wav");
    aGodSound[2] = makeSample("Menu_Sounds/Neptune.wav");

    draw_sprite(menuBuffer, newBackground, 0, 0);

     for(i = 0; i <= 2; i++)
     {
     makeSlider(&aBattleSlider[i]);
     }

     if (menu_mouseIsOver(&forwardArrow))
           {
                 forwardArrow.picture = makeBitmap("Menu_Images/Forward ArrowH.bmp");
           }
           else
           {
               forwardArrow.picture = makeBitmap("Menu_Images/Forward Arrow.bmp");
           }

        if (mouse_b)
        {
           for (i=0; i<=2; i++)
           {
                 if (menu_mouseIsOver(&aGod[i]))
                 {
                       characterClicked = i;
                       for (j=0; j<=2; j++)
                       {
                            stop_sample(aGodSound[i]);
                       }
                       play_sample(aGodSound[i], 155, 0, 1000, 0);
                 }
           }
             if (menu_mouseIsOver(&forwardArrow))
             {
                return;
             }
        }
        aGod[0].picture = makeBitmap("Menu_Images/Zeus.bmp");
        aGod[1].picture = makeBitmap("Menu_Images/Mars.bmp");
        aGod[2].picture = makeBitmap("Menu_Images/Neptune.bmp");
        switch(characterClicked)
        {
            case 0:
                 aGod[0].picture = makeBitmap("Menu_Images/ZeusH.bmp");
            break;
            case 1:
                 aGod[1].picture = makeBitmap("Menu_Images/MarsH.bmp");
            break;
            case 2:
                 aGod[2].picture = makeBitmap("Menu_Images/NeptuneH.bmp");
            break;
        }
        for (i=0; i<=2; i++)
        {
                 draw_sprite(menuBuffer, aGod[i].picture, aGod[i].left, aGod[i].top);
        }
        draw_sprite(menuBuffer, godNames[characterClicked], 616, 515);
        draw_sprite(menuBuffer, forwardArrow.picture, forwardArrow.left, forwardArrow.top);
}
Esempio n. 30
0
int main(int argc, char *argv[])
{
	allegInitializations();
	loadEssentials();

    int i = 0;

    MENUBUTTON aButton[5];
    initializeButton(&aButton[0], 359, 356, 305, 55, "Menu_Images/Check Box.bmp");
    initializeButton(&aButton[1], 359, 432, 305, 55, "Menu_Images/Check Box.bmp");
    initializeButton(&aButton[2], 359, 507, 305, 55, "Menu_Images/Check Box.bmp");
    initializeButton(&aButton[3], 359, 583, 305, 55, "Menu_Images/Check Box.bmp");
    initializeButton(&aButton[4], 359, 659, 305, 55, "Menu_Images/Check Box.bmp");

    int buttonClicked = 0;
    menuBuffer = create_bitmap(1024,768);
    BITMAP *menuBackground[7];
    menuBackground[0] = makeBitmap("Menu_Images/Menu Background 04.bmp");
    menuBackground[1] = makeBitmap("Menu_Images/Menu Background 05.bmp");
    menuBackground[2] = makeBitmap("Menu_Images/Menu Background 06.bmp");
    menuBackground[3] = makeBitmap("Menu_Images/Menu Background 07.bmp");
    menuBackground[4] = makeBitmap("Menu_Images/Menu Background 08.bmp");
    menuBackground[5] = makeBitmap("Menu_Images/Menu Background 09.bmp");
    menuBackground[6] = makeBitmap("Menu_Images/Menu Background 10.bmp");
    BITMAP *highlighter = makeBitmap("Menu_Images/Menu Selector.bmp"); // Load our picture
    BITMAP *mouse = makeBitmap("Menu_Images/Mouse.bmp"); // Load our picture
    BITMAP *mouseH = makeBitmap("Menu_Images/MouseH.bmp"); // Load our picture
    SAMPLE *menuClick[5];
    menuClick[0] = makeSample("Menu_Sounds/Menu Select 1.wav");
    menuClick[1] = makeSample("Menu_Sounds/Menu Select 2.wav");
    menuClick[2] = makeSample("Menu_Sounds/Menu Select 3.wav");
    menuClick[3] = makeSample("Menu_Sounds/Menu Select 4.wav");
    menuClick[4] = makeSample("Menu_Sounds/Menu Select 5.wav");
    double startTime = 0;
    SAMPLE *menuButtonClick[5];
    menuButtonClick[0] = makeSample("Menu_Sounds/New Game.wav");
    menuButtonClick[1] = makeSample("Menu_Sounds/Load Game.wav");
    menuButtonClick[2] = makeSample("Menu_Sounds/Options.wav");
    menuButtonClick[3] = makeSample("Menu_Sounds/Credits.wav");
    menuButtonClick[4] = makeSample("Menu_Sounds/Quit Game.wav");

    SAMPLE *menuAmbient = makeSample("Menu_Sounds/Menu Ambient.wav");

    int randomizer = 0;

    srand(time(0));

    showIntro();

    draw_sprite(menuBuffer, menuBackground[0], 0, 0);
    draw_sprite(menuBuffer, highlighter, 6, 186);
    blit(menuBuffer, screen, 0,0,0,0,1024,768);//Draw the buffer to the screen
    play_sample(menuAmbient, 255, 0, 1000, 1);

    while (true)
    {
        if (fireCounter != fireCheck)
        {
           randomizer = rand() % 7;
				fireCheck = fireCounter;

        }
        draw_sprite(menuBuffer, menuBackground[randomizer], 0, 0);
        draw_sprite(menuBuffer, mouse, mouse_x, mouse_y);

        if (mouse_b)
        {
           draw_sprite(menuBuffer, mouseH, mouse_x, mouse_y);
           for (i = 0; i <= 4; i++)
               {
                  if (menu_mouseIsOver(&aButton[i]))
                  {
                     buttonClicked = i;
                  }
               }
          switch (buttonClicked)
          {
                 case 0:
                      play_sample(menuButtonClick[0], 200, 0, 1000, 0);
                      stop_sample(menuClick[randomizer]);
                      stop_sample(menuAmbient);
                      goToNewGameMenu();
                      play_sample(menuAmbient, 255, 0, 1000, 1);
                      buttonClicked = -1;
                 break;
                 case 1:
                      play_sample(menuButtonClick[1], 200, 0, 1000, 0);
                      //loadGame();
                 break;
                 case 2:
                      play_sample(menuButtonClick[2], 200, 0, 1000, 0);
                 break;
                 case 3:
                      play_sample(menuButtonClick[3], 50, 0, 1000, 0);
                 break;
                 case 4:
                      stop_sample(menuAmbient);
                      play_sample(menuButtonClick[4], 255, 0, 1000, 0);
                      startTime = time(0);
                      while (startTime + 4 > time(0))
                      {
                      }
                      return 0;
                 break;
                 default:
                         stop_sample(menuClick[randomizer]);
                         randomizer = rand() % 5;
                         play_sample(menuClick[randomizer], 255, 0, 500, 0);
                 break;
          }
        }
        else
        {
            buttonClicked = -1;
        }
        blit(menuBuffer, screen, 0,0,0,0,1024,768);//Draw the buffer to the screen
        clear_bitmap(menuBuffer); // Clear the contents of the buffer bitmap

     }

}END_OF_MAIN()