コード例 #1
0
ファイル: lobby.c プロジェクト: slaeshjag/birdie24
void lobby_host_loop() {
	struct proto_join_packet packet;
	static int tick = 0;
	DARNIT_KEYS keys;
	
	keys = d_keys_get();
	d_keys_set(keys);
	
	d_render_tile_blit(config.menu_background, 0, 0, 0);
	
	if(!tick) {
		packet.type = PROTO_TYPE_JOIN;
		packet.player_id = -1;
		strcpy(packet.player_name, config.player_name);
		network_send(config.server.addr, &packet, sizeof(struct proto_join_packet));
		update_player_list(lobby_join.list_players, config.player.player);
	}
	server_loop();
	
	if(keys.select) {
		game_state(GAME_STATE_LOBBY);
	}
	if(keys.start) {
		game_state(GAME_STATE_GAME);
	}
	
	d_text_surface_draw(lobby_join.list_players);
	d_text_surface_draw(lobby_host.start_game);
	tick++;
	tick %= 3;
}
コード例 #2
0
ファイル: uppg21.c プロジェクト: slaeshjag/algdata
int main(int argc, char **argv) {
	DARNIT_IMAGE_DATA img;
	DARNIT_TILESHEET *ts;
	IMG_STRUCT **imgs, **tmp;
	DARNIT_KEYS keys;
	int images, image_disp, i;

	imgs = NULL;
	images = 0;
	image_disp = 0;

	if (argc < 2) {
		fprintf(stderr, "Usage: %s <image to analyze>\n", argv[0]);
		return -1;
	}

	d_init("algdata", "algdata", NULL);
	if (!((img = d_img_load_raw(argv[1])).data)) {
		fprintf(stderr, "Unable to load %s\n", argv[1]);
		d_quit();
	}

	d_render_clearcolor_set(255, 255, 255);
	do {
		i = 0;
		ts = next_image(img, &i);
		if (ts) {
			if (!(tmp = realloc(imgs, sizeof(IMG_STRUCT **) * (images + 1))))
				d_quit();
			imgs = tmp;
			imgs[images] = new_image(ts, i);
			images++;
		}
	} while (ts);

	if (!imgs)
		d_quit();

	sort_image(imgs, images);

	for (;;) {
		keys = d_keys_get();
		if (keys.start) {
			image_disp = (image_disp + 1 >= images) ? 0 : image_disp + 1;
			d_keys_set(keys);
		}
			
		d_render_begin();

		d_render_tile_blit(imgs[image_disp]->ts, 0, 0, 0);

		d_render_end();
		d_loop();
	}

	return 0;
}
コード例 #3
0
ファイル: lobby.c プロジェクト: slaeshjag/birdie24
void lobby_loop() {
	static int tick = 0;
	DARNIT_KEYS keys;
	int i;
	struct List *game = lobby_client.client;
	
	d_render_tile_blit(config.menu_background, 0, 0, 0);
	d_render_line_draw(lobby.line, 1);
	d_text_surface_draw(lobby.list_players);
	
	if(lobby.selected_game > 5) {
		d_render_offset(0, (lobby.selected_game - 5) * d_font_glyph_hs(config.font_std));
	}
	d_text_surface_draw(lobby.list_games);
	d_render_offset(0, 0);
	
	keys = d_keys_get();
	d_keys_set(keys);
	
	if(!tick) {
		update_lists(NULL, lobby_client.client);
	}
	
	if(keys.up) {
		if(lobby.selected_game > 0)
			lobby.selected_game--;
	} else if(keys.down) {
		if(lobby.selected_game < lobby_client.clients)
			lobby.selected_game++;
	}
	
	if(keys.select) {
		game_state(GAME_STATE_MENU);
		return;
	}
	
	if(keys.start) {
		if(lobby.selected_game == 0) {
			game_state(GAME_STATE_LOBBY_HOST);
		} else {
			for(i = 0; game; i++, game = game->next) {
				if(i == lobby.selected_game) {
					config.server.addr = ((struct LobbyHost *) (game->value))->addr;
					goto join;
				}
			}
			game_state(GAME_STATE_LOBBY_HOST);
			return;
			join:
			game_state(GAME_STATE_LOBBY_JOIN);
		}
	}
	tick++;
	tick %= 3;
}
コード例 #4
0
ファイル: svgestim.c プロジェクト: slaeshjag/svgestim
void gamestate(GAMESTATE state) {
	DARNIT_KEYS k;
	switch(_gamestate) {
		case GAMESTATE_GAME:
			if(state!=GAMESTATE_PAUSE)
				map_cleanup();
		case GAMESTATE_MENU:
			d_keymapping_set(game_keymap);
			break;
		default:
			break;
	}
	switch(state) {
		case GAMESTATE_MENU:
			if(platform.platform&DARNIT_PLATFORM_HANDHELD)
				d_keymapping_set(menu_keymap_handheld);
			else
				d_keymapping_set(menu_keymap_desktop);
			break;
		case GAMESTATE_GAME:
			memset(&k, 0xFF, sizeof(DARNIT_KEYS));
			d_keys_set(k);
			if(_gamestate==GAMESTATE_PAUSE)
				break;
			_gamestate=state;
			map_load(0);
			score = 0;
			break;
		case GAMESTATE_HIGHSCORE:
		case GAMESTATE_INSTRUCTIONS:
		case GAMESTATE_GAMEOVER:
		case GAMESTATE_PAUSE:
			memset(&k, 0xFF, sizeof(DARNIT_KEYS));
			d_keys_set(k);
			break;
		default:
			break;
	}
	_gamestate=state;
}
コード例 #5
0
ファイル: stage_select.c プロジェクト: slaeshjag/speedoman
void stageSelectDraw() {
	DARNIT_KEYS keys;

	keys = d_keys_get();
	if (keys.left) {
		if ((--s->var.stage.selected_stage) < 0)
			s->var.stage.selected_stage = 8;
		d_keys_set(keys);
	} else if (keys.right) {
		if ((++s->var.stage.selected_stage) > 8)
			s->var.stage.selected_stage = 0;
		d_keys_set(keys);
	} else if (keys.up) {
		if ((s->var.stage.selected_stage -= 3) < 0)
			s->var.stage.selected_stage += 9;
		d_keys_set(keys);
	} else if (keys.down) {
		if ((s->var.stage.selected_stage += 3) > 8)
			s->var.stage.selected_stage -= 9;
		d_keys_set(keys);
	} else if (keys.BUTTON_ACCEPT) {
		if (s->var.stage.selected_stage == 4 && s->var.progress.stages < 255);
		else {
			s->load_level = d_stringtable_entry(s->config, stagename[s->var.stage.selected_stage]);
			s->newstate = STATE_TESTGAME;
		}
	}
			
	stageSelectMoveCursor();

	d_render_offset(0, 0);
	d_render_blend_enable();
	d_render_tile_draw(s->var.stage.stage, 10);
	d_render_blend_disable();

	
	return;
}
コード例 #6
0
ファイル: uppg8.c プロジェクト: h4xxel/algdat
int main(int argc, char **argv) {
	int i, j;
	struct GRAPH *g, *tree=NULL;
	struct VERTEX *v;
	struct POINT p;
	DARNIT_KEYS keys;
	srand(time(NULL));
	d_init("Graphs", "uppg8", NULL);
	
	for(i=0; i<256; i++) {
		circle[i]=d_render_circle_new(32, 1);
		line[i]=d_render_line_new(1, 1);
	}
	
	for(j=0; j<4; j++)
		for(i=0; i<7; i++) {
			p.x=i*100+50;//(rand()%80)*10;
			p.y=j*100+50;//(rand()%48)*10;
			v=graph_add_vertex(&graph, p);
			for(g=graph; g; g=g->next)
				if(!(rand()%6))
					graph_add_edge(v, g->vertex, rand()%100, DIRECTION_DOUBLE);
		}
	tree=graph_prim(graph);
	draw_graph(graph);
	for(g=graph;;) {
		keys=d_keys_get();
		if(keys.start) {
			g=g==graph?tree:graph;
			draw_graph(g);
		}
		d_keys_set(keys);
		d_render_begin();
		d_render_tint(0xFF, 0xFF, 0xFF, 0xFF);
		for(i=0; i<vertices; i++)
			d_render_circle_draw(circle[i]);
		for(i=0; i<edges; i++) {
			d_render_tint(length[i], 0x7F, 0x0, 0xFF);
			d_render_line_draw(line[i], 1);
		}
		
		d_render_end();
		d_loop();
	}
	
	d_quit();
	return 0;
}
コード例 #7
0
ファイル: player.c プロジェクト: slaeshjag/svgestim
/* Bästa Snyggkoden™ i stan! */
int player_loop(DARNIT_KEYS *keys) {
	SHAPE_COPY *shape;
	DARNIT_KEYS set;
	static int shoot_key=0;
	static int grenade_key=0;
	int dir;
	if (!player)
		return 0;
	shape=shapesprite_get_current_shape(player->shape);
	
	if(keys->up)
		player->gun_angle=-200;
	else if(keys->down)
		player->gun_angle=200;
	else
		player->gun_angle=0;
	
	if(keys->a&&!shoot_key) {
		int x=player->x/1000+28, y=player->y/1000+(player->gun_angle?player->gun_angle/20:0);
		player->bullet=bullet_add(player->bullet, x, y, player->gun_angle, model.bullet, BULLET_OWNER_PLAYER);
		d_sound_play(sound.shoot, 0, 127, 127, 0);
		particle_emitter_new(30, 100, 8000, 10000, 255, 0, 0, PARTICLE_TYPE_PULSE, x, y, 0, player->gun_angle-100, player->gun_angle+100);
		particle_emitter_new(30, 100, 8000, 10000, 255, 255, 0, PARTICLE_TYPE_PULSE, x, y, 0, player->gun_angle-100, player->gun_angle+100);
	}
	if(keys->b&&(!grenade_key)&&player->grenades)
		grenade_time=d_time_get();
	if((grenade_key&&!keys->b)||(grenade_time&&d_time_get()>=GRENADE_LIFE+grenade_time)) {
		int x=player->x/1000+28, y=player->y/1000+(player->gun_angle?player->gun_angle/20:0);
		if(player->grenades) {
			player->grenade=grenade_add(player->grenade, x, y, player->gun_angle, grenade_time+GRENADE_LIFE-d_time_get(), model.grenade);
			player->grenades--;
		}
		grenade_time=0;
	}
	shoot_key=keys->a;
	grenade_key=keys->b;
	
	if (keys->left)
		player->vel_x -= (PLAYER_ACCELERATION * d_last_frame_time()) / 1000;
	else if (keys->right)
		player->vel_x += (PLAYER_ACCELERATION * d_last_frame_time()) / 1000;
	else if (player->vel_x) {
		if (abs(player->vel_x) < (PLAYER_ACCELERATION * d_last_frame_time()) / 1000)
			player->vel_x = 0;
		else
			player->vel_x += ((player->vel_x < 0 ? 1 : -1) * (PLAYER_FRICTION) * d_last_frame_time()) / 1000;
	}
	if (abs(player->vel_x) > PLAYER_SPEED_X_MAX)
		player->vel_x = (player->vel_x < 0 ? -1 : 1) * PLAYER_SPEED_X_MAX;
	
	if (keys->l && !player->vel_y) {
		set = d_keys_zero();
		set.l = 1;
		d_keys_set(set);
		player->vel_y -= PLAYER_JUMP_ACCELERATION;
	}

	player->vel_y += PLAYER_GRAVITY * d_last_frame_time();

	if (abs(player->vel_y) > PLAYER_SPEED_Y_MAX)
		player->vel_y = (player->vel_y < 0 ? -1 : 1) * PLAYER_SPEED_Y_MAX;

	dir=map_collide_dir(shape->coord, shape->lines, player->x / 1000, player->y / 1000, player->vel_x);
	if(dir==MAP_SLOPE_UP) {
		player->x += player->vel_x * d_last_frame_time()/ 1000;
		player->y-=abs(player->vel_x) * d_last_frame_time() / 1000;
	} else if(dir==MAP_SLOPE_VERTICAL) {
		player->x-=player->vel_x/ 200;
		player->vel_x*=-1;
		player->y+=2000;
	} else if(dir!=MAP_SLOPE_VERTICAL) {
		if (dir != -1)
			player->y-=50;
		player->x += player->vel_x * d_last_frame_time() / 1000;
	}
	if (player->x < 32000)
		player->x = 32000;
	
	if (!map_collide(shape->coord, shape->lines, player->x / 1000, player->y / 1000) || player->vel_y < 0)
		player->y += player->vel_y * d_last_frame_time() / 1000;
	else {
		player->vel_y = 0;
	}

	if (player->y / 1000 >= PLAYER_KILLZONE||map_enemy_collide(shapesprite_get_current_shape(player->shape), player->x, player->y)) {
		player_kill();
		return -1;
	}

	if (player->x < camera_x + 32000)
		player->x = camera_x + 32000;
	if(player->vel_x) {
		shapesprite_animate(player->shape);
	}
	
	if(boss_shooting&&((player->x-camera_x)>300000)&&((boss_shooting-d_time_get())>1000)) {
		player->health--;
		if(player->health<0) {
			player_kill();
			return 1;
		}
	}
	
	map_check_powerup(player->x/1000/*+camera_x/1000*/, player->y/1000);
	score++;

	return 1;
}