int main(int argc, char *argv[]) { int done; eolLine fps; int i; for(i = 1;i < argc;i++) { if(strcmp(argv[i],"-fs")== 0) { } if(strcmp(argv[i],"-wm")== 0) { } } Init_All(argv[0]); Setup_All(); done = 0; do { eol_input_update(); eol_mouse_update(); eol_level_update_active(); eol_entity_think_all(); eol_entity_update_all(); eol_particle_update_all(); eol_camera_update(); eol_window_update_all(); eol_graphics_frame_begin(); { eol_window_draw_all(); eol_mouse_draw(); } sprintf(fps,"FPS: %f",eol_graphics_get_FPS()); eol_font_draw_text_justify( fps, 640, 0, eol_vec3d(1,0,0), 1, 2, eolJustifyRight); eol_graphics_frame_end(); if((eol_input_quit_check()) || ((eol_input_is_key_released(SDLK_F4)) && (eol_input_is_mod_held(KMOD_ALT))) || ((eol_input_is_key_released(SDLK_q)) && (eol_input_is_mod_held(KMOD_ALT)))) { eol_dialog_quit(); } }while(!done); exit(0); return 0; }
int main(int argc, char *argv[]) { int done = 0; int i,sx,sy; Uint8 *keys; Init_All(); gamesounds[0] = LoadSound("sounds/victory.wav",MIX_MAX_VOLUME/2); gamesounds[1] = LoadSound("sounds/failure.wav",MIX_MAX_VOLUME/2); GameOptions(&DeadGame,0); GiveInfo(); do { ResetBuffer(); SDL_PumpEvents(); Update_ALL(); Think_ALL(); keys = SDL_GetKeyState(NULL); if(keys[SDLK_ESCAPE] == 1)done = 1; if(keys[SDLK_F1] == 1)GameOptions(&DeadGame,1); Draw_ALL(); if(keys[SDLK_b] == 1)SDL_SaveBMP(screen,"screen0.bmp"); // ItsRaining(IndexColor(LightRed),10,200,-0.2); NextFrame(); }while(!done); exit(0); return 0; }
/** * @brief Main function for the game. * @param argc count of arguments provided to the game. * @param argv an array of the arguments provided to the game. * @return always 0. */ int main(int argc, char *argv[]) { Init_All(); done = 0; do { if(gameState == 0) { main_menu(); } else if(gameState == 1) { levelOne(); } else if(gameState == 2) { levelTwo(); } else if(gameState ==3) { } }while(!done); slog("got here"); exit(0); /*technically this will end the program, but the compiler likes all functions that can return a value TO return a value*/ SDL_DestroyTexture(bullet_Texture); return 1; }
int main(int argc, char** argv) { Init_All(0); while (1) // boucle principale { PWM_Moteurs((speed+diff)/2,(speed-diff)/2); } }
//***************************************************************************** // //! \addtogroup example_list //! <h1>Ethernet with lwIP (enet_lwip)</h1> //! //! This example application demonstrates the operation of the Stellaris //! Ethernet controller using the lwIP TCP/IP Stack. DHCP is used to obtain //! an Ethernet address. If DHCP times out without obtaining an address, //! AutoIP will be used to obtain a link-local address. The address that is //! selected will be shown on the UART. //! //! UART0, connected to the FTDI virtual COM port and running at 115,200, //! 8-N-1, is used to display messages from this application. //! //! For additional details on lwIP, refer to the lwIP web page at: //! http://savannah.nongnu.org/projects/lwip/ // //***************************************************************************** //***************************************************************************** // // This example demonstrates the use of the Ethernet Controller. // //***************************************************************************** int main(void) { Init_All(); // // Loop forever. All the work is done in interrupt handlers. // while(1) { my_main(); } }
/*notice the default arguments for main. SDL expects main to look like that, so don't change it*/ int main(int argc, char *argv[]) { debuginputs = 1,bsize = 5; /*defaults for placeholder reasons*/ c1 = DEBUG; c2 = DEBUG; stage = ST_PLATFORM; /**/ pause = 0; pausequeue = 0; fpress = 0; Init_All(); /* SaveCFG(&f2,"res/test.txt");*/ do { UpdateMouse(); if(pausequeue==1){ pausequeue=0; GamePause(); } pausetimer--; InputControl(); if(GameState==VERSUS){ DrawVersus(); UpdateVersus(); }else if(GameState==MAIN_MENU){ DrawMainMenu(); UpdateMenu(); }else if(GameState==C_SELECT){ DrawCharSel(); UpdateCharSel(); }else if(GameState==C_CREATOR){ DrawCharCr(); UpdateCharCr(); } NextFrame(); if(endgame){ done = 1; } ResetBuffer(); }while(!done); exit(0); /*technically this will end the program, but the compiler likes all functions that can return a value TO return a value*/ return 0; }
int main(int argc, char *argv[]) { Init_All(); do { if(currentstate == MAINMENU) main_mainmenu(); if(currentstate == LEVELEDITOR) main_leveleditor(); if(currentstate == DEATHMATCH) main_deathmatch(); } while(gs_running); gs_running = 0; exit(0); }
/*notice the default arguments for main. SDL expects main to look like that, so don't change it*/ int main(int argc, char *argv[]) { SDL_Surface *temp = NULL; int i; int done; int tx = 0,ty = 0; const Uint8 *keys; char imagepath[512]; SDL_Rect srcRect={0,0,800,600}; Init_All(); temp = IMG_Load("images/bgtest.png");/*notice that the path is part of the filename*/ //if(temp != NULL) //{ // for(i = 0;i < 12;i++) // { // drawSprite(tile,buffer,(i * tile->w) + tx,ty,0); // SDL_FreeSurface(temp); // } //} slog("got here"); gt_graphics_render_surface_to_screen(temp,srcRect,0,0); SDL_FreeSurface(temp); slog("got here"); done = 0; do { ResetBuffer(); NextFrame(); SDL_PumpEvents(); keys = SDL_GetKeyboardState(NULL); if(keys[SDL_SCANCODE_ESCAPE]) { done = 1; } }while(!done); slog("got here"); exit(0); /*technically this will end the program, but the compiler likes all functions that can return a value TO return a value*/ return 0; }
/*notice the default arguments for main. SDL expects main to look like that, so don't change it*/ int main(int argc, char *argv[]) { SDL_Surface *temp = NULL; int done; int tx = 0,ty = 0; const Uint8 *keys; char imagepath[512]; Sprite *sprite; SDL_Rect srcRect={0,0,800,600}; Init_All(); temp = IMG_Load("images/bgtest.png");/*notice that the path is part of the filename*/ if(temp != NULL) { printf("temp image loaded successfully\n"); SDL_BlitSurface(temp,NULL,buffer,NULL); } slog("got here"); gt_graphics_render_surface_to_screen(temp,srcRect,0,0); SDL_FreeSurface(temp); slog("got here"); done = 0; sprite = loadSprite("images/32_32_16_2sprite.png",32,32); do { ResetBuffer(); drawSprite(sprite,5,vec2d(20,20)); NextFrame(); SDL_PumpEvents(); keys = SDL_GetKeyboardState(NULL); if(keys[SDL_SCANCODE_ESCAPE]) { done = 1; } }while(!done); slog("got here"); exit(0); /*technically this will end the program, but the compiler likes all functions that can return a value TO return a value*/ return 0; }
/*notice the default arguments for main. SDL expects main to look like that, so don't change it*/ int main(int argc, char *argv[]) { SDL_Surface *temp = NULL; int done; int tx = 0,ty = 0; int i; const Uint8 *keys; char imagepath[512]; SDL_Rect srcRect={0,0,SCREEN_WIDTH,SCREEN_HEIGHT}; SDL_Event e; last_time = current_time = SDL_GetTicks(); Init_All(); slog("Finished Init All()"); done = 0; do { //render or draw functions go here //draw functions should go in order from background first to player draw calls last ResetBuffer(); SDL_RenderClear(__gt_graphics_renderer);//clear screen tile_render(); player_draw(); DrawMouse2(); /*monster_spawn(Monster::grue); monster_spawn(Monster::spider01); monster_spawn(Monster::mino); monster_spawn(Monster::orc); support_spawn(Support::sara); support_spawn(Support::healer); support_spawn(Support::archer); */ entity_update_all(); entity_think_all(); entity_check_collision_all(); particle_em_draw_all(); // struct_update_all(); G_MONSTER_SPAWN_TIMER -= 1; while(SDL_PollEvent(&e) != 0) player_move (&e); NextFrame(); //end SDL_PumpEvents(); keys = SDL_GetKeyboardState(NULL); //taken from lazyfoo //handles generally keyboard inputs while( SDL_PollEvent( &e) != 0){ if(e.type == SDL_QUIT) done = 1; else player_move(&e); } if(keys[SDL_SCANCODE_ESCAPE]) { done = 1; } SDL_RenderPresent(__gt_graphics_renderer); last_time = current_time; current_time = SDL_GetTicks(); delta = current_time - last_time; }while(!done); exit(0); /*technically this will end the program, but the compiler likes all functions that can return a value TO return a value*/ return 0; }
int main(int argc, char *argv[]) { int done; int i; float radius = 0.00001; eolVec3D point = {0,0,-5}; eolLine fps; eolLight *light = NULL; for(i = 1;i < argc;i++) { if(strcmp(argv[i],"-fs")== 0) { } if(strcmp(argv[i],"-wm")== 0) { } } Init_All(argv[0]); eol_camera_config(); eol_camera_set_height(30); eol_camera_init(); done = 0; MakeTestWindow(); eol_mouse_show(); light = eol_light_area_new(); eol_light_set_color(light,eol_vec3d(0.5,0.5,0.5)); eol_light_set_radius(light,radius); eol_lighting_setup_rep_plot(); srandom(SDL_GetTicks()); CreateTestLevel(); do { eol_light_move(light,point); eol_light_update(light); eol_input_update(); eol_mouse_update(); eol_level_update_active(); eol_entity_think_all(); eol_entity_update_all(); eol_particle_update_all(); eol_window_update_all(); eol_graphics_frame_begin(); eol_window_draw_all(); sprintf(fps,"FPS: %f",eol_graphics_get_FPS()); eol_font_draw_text_justify( fps, 640, 0, eol_vec3d(1,0,0), 1, 2, eolJustifyRight); eol_mouse_draw(); eol_graphics_frame_end(); if((eol_input_quit_check()) || ((eol_input_is_key_pressed(SDLK_F4)) && (eol_input_is_mod_held(KMOD_ALT)))) { eol_dialog_quit(); } }while(!done); exit(0); return 0; }