int main(){ game g; game_init( &g ); game_run ( &g ); game_over( &g ); return 0; }
static void play_game(struct rnd *rnd) { struct game *game = game_alloc_or_die(rnd); struct result result = game_show(game); if (result_is_success(result)) result = game_run(game); game_hide(game); if (!result_is_success(result)) result_print_error(result); game_free_or_die(game); }
int main(int argc, char *argv[]) { /* Signal handlers */ sigaction_wrapper(SIGINT, sigint_handler); /* Start the game */ g = game_init(); game_run(g); game_free(g); return 0; }
/* * main */ int main(int argc, char *argv[]) { sys_init(argc, argv); if (sysarg_args_data) data_setpath(sysarg_args_data); else data_setpath("data.zip"); game_run(); data_closepath(); sys_shutdown(); return 0; }
/* * main */ int main(int argc, char *argv[]) { sys_init(argc, argv); #ifdef __QNXNTO__ data_setpath("app/native/assets"); #else if (sysarg_args_data) data_setpath(sysarg_args_data); else data_setpath("data.zip"); #endif game_run(); data_closepath(); sys_shutdown(); return 0; }
int main() { int ret = 0; struct e3d_window *wnd; struct shaders shaders; struct ulog_dev *log; ulog_flog(NULL, ULOG_INFO, "Starting\n"); ret = init_subsystems(); if (ret) goto err; wnd = e3d_window_new(); if (!wnd) { ret = -1; goto err_subs; } ret = init_shaders(&shaders); if (ret) goto err_wnd; log = debug_log("Game: "); if (!log) { ret = -ENOMEM; goto err_shader; } ret = game_run(log, wnd, &shaders); ulog_unref(log); err_shader: destroy_shaders(&shaders); err_wnd: e3d_window_free(wnd); err_subs: destroy_subsystems(); err: if (ret) ulog_flog(NULL, ULOG_ERROR, "Abort\n"); else ulog_flog(NULL, ULOG_INFO, "Exiting\n"); return -ret; }
int main (void) { DPRINT("Starting...\n"); hardwareInit(); DPRINT("Hardware Initialized!\n"); int i; for(i=0; i<10; i++) { MIODispWriteText("testg", i, i); } //DelayMs(3000); Game* game = game_init(); DPRINT("Game Initialized!\n"); while(1) { game_run(game); } }
int main(int argc, char **argv) { /*----------------------------------------------------------------------------- * Very important to note that XInitThreads is a linux implementation only *-----------------------------------------------------------------------------*/ XInitThreads(); JNX_LOG(NULL,"Starting game setup\n"); jnx_hashmap *config = create_configuration(); if(game_setup(config) == 0) { game_run(); } else{ return 1; } return 0; }
/* * main */ int main(int argc, char *argv[]) { libgame_init(); FILE *fp; if ((fp = fopen("xrick_stderr.txt", "w"))) { stderr = fp; setbuf(fp, NULL); //*_diag_putc = my_putc; } sys_init(argc, argv); if (sysarg_args_data) data_setpath(sysarg_args_data); else data_setpath("/fat20a2/hda2/GAME/xrick_data.zip"); game_run(); data_closepath(); sys_shutdown(); return 0; }
int main(int argc, char* argv[]) { const int width=450; const int height=560; const int bpp=16; Video video; if(!video.is_good()) { std::cerr << "Video initialization failed: " << SDL_GetError() << std::endl; SDL_Quit(); return 1; } Audio audio; if(!audio.is_good()) { std::cerr << "Audio initialization failed: " << SDL_GetError() << std::endl; SDL_Quit(); return 1; } struct State game_state; if(!game_init(&video, &audio, &game_state, width, height, bpp)) { std::cerr << "Game initialization failed: " << SDL_GetError() << std::endl; SDL_Quit(); return 1; } process_arguments(argc, argv, &game_state); #if defined DEBUG std::cout << "Block size: " << Block::width << "x" << Block::height << std::endl; std::cout << "Tetrion dimensions: " << Tetrion::NUM_ROWS << "x" << Tetrion::NUM_COLS << std::endl; #endif game_run(&video, &audio, &game_state); game_shutdown(&audio, &game_state); return 0; }
/** @brief Kernel entrypoint. * * This is the entrypoint for the kernel. It simply sets up the * drivers and passes control off to game_run(). * * @return Does not return */ int kernel_main() { /* * Tell the kernel memory allocator which memory it can't use. * It already knows not to touch kernel image. */ /* Everything above 16M */ lmm_remove_free( &malloc_lmm, (void*)USER_MEM_START, -8 - USER_MEM_START ); /* Everything below 1M */ lmm_remove_free( &malloc_lmm, (void*)0, 0x100000 ); /* * Install interrupt handlers here. */ handler_install(tick); /* * initialize the PIC so that IRQs and * exception handlers don't overlap in the IDT. */ pic_init( BASE_IRQ_MASTER_BASE, BASE_IRQ_SLAVE_BASE ); /* * allow all interrupts */ enable_interrupts(); /* * run the game */ game_run(); return 0; }
/*! * Main function * @param ac argcount * @param av argvalue * \version 1.0 * \date Sept 2007 * \author Elie */ int main (int ac, char **av) { char c; bzero(&option, sizeof(option)); option.fileout = stdout; while ((c = getopt(ac, av, "lf:r:o:d:t:hg:wpiGCISD:")) != -1) switch (c) { case 'S': option.mode = STRATEGY; option.mode_opt = FULL; break; case 'I': option.mode = STRATEGY; option.mode_opt = INSTANCE; break; case 'C': option.mode = MODELCHECK; break; case 'G': option.mode = SIMULATION; break; case 'D': option.die = atoi(optarg); break; case 'f': option.filename = (char *)my_strndup(optarg, strlen(optarg)); break; case 'h': help(); break; case 't': option.timeout = atoi(optarg); break; case 'r': option.delay = atoi(optarg); break; case 'w': option.quiet = 1; break; case 'i': option.quiet = LATEX; option.debug = 3; case 'l': option.quiet = LATEX; break; case 'o': if (!(option.fileout = fopen(optarg, "w"))) die("Option -o:can't open output file:\t%s\n", optarg); break; case 'g': if (!(option.graphfile = fopen(optarg, "w"))) die("Option -g:can't open graph file:\t%s\n", optarg); break; case 'd': option.debug = atoi(optarg); break; case 'p': option.progress++; break; default: help(); break; } if(option.filename == NULL) help(); //init init(); //run if(!option.mode) { warning("Please choose an mode: -G for a single game execution or -C for model check a formula or -S for strategy analysis\n"); help(); } game_init(); game_run(); return 42; }
int main() { int c; // Initialize game_init(); printf("PSXsnake\n"); printf("(c) 2009 Giuseppe Gatta\n"); printf("Made with PSXSDK\n\n"); load_file_into_buffer("cdrom:FONT.TIM;1"); GsImageFromTim(&game_image, file_buffer); GsUploadImage(&game_image); game_clut[0] = 0x0; game_clut[1] = 0x7fff; LoadImage(game_clut, 640, 24, 16, 1); GsSetVideoMode(320, 240, EXAMPLES_VMODE); vmode = pal_or_ntsc_selection(); //printf("vmode = %d\n", vmode); GsSetVideoMode(320, 240, vmode); load_file_into_buffer("cdrom:BACKGRND.TIM;1"); GsImageFromTim(&game_image, file_buffer); GsUploadImage(&game_image); sample_pos[0] = SPU_DATA_BASE_ADDR; c = load_file_into_buffer("cdrom:MUSIC.RAW;1"); SsUpload(file_buffer, c, sample_pos[0]); if(c&0x7) { c|=0x7; c++; } sample_pos[1] = c + sample_pos[0]; c = load_file_into_buffer("cdrom:BOMB.RAW;1"); SsUpload(file_buffer, c, sample_pos[1]); /* ... */ if(c&0x7) { c|=0x7; c++; } sample_pos[2] = c + sample_pos[1]; c = load_file_into_buffer("cdrom:APPLE.RAW;1"); SsUpload(file_buffer, c, sample_pos[2]); SsVoiceStartAddr(0, sample_pos[0]); SsVoiceStartAddr(1, sample_pos[1]); SsVoiceStartAddr(2, sample_pos[2]); SsVoiceVol(0, 0x3fff, 0x3fff); SsVoiceVol(1, 0x3fff, 0x3fff); SsVoiceVol(2, 0x3fff, 0x3fff); SsVoicePitch(0, 0x1000 / (44100 / 11025)); SsVoicePitch(1, 0x1000 / (44100 / 11025)); SsVoicePitch(2, 0x1000); game_setup(); SetVBlankHandler(game_vblank_handler); while(1) game_run(); return 0; }
static inline void boot() { RECT rect; CLOCK clock; RECT ball_rect; VEL ball_vel; BALL ball; ball.rect = ball_rect; ball.vel = ball_vel; RECT bat_rect; BAT bat; bat.rect = bat_rect; char chlives[4]; chlives[0] = '='; chlives[1] = '$'; chlives[2] = '&'; chlives[3] = '|'; BTYPE btypes[NBTYPES]; btypes[0].lives = 1; btypes[0].score = 2; btypes[1].lives = 2; btypes[1].score = 4; btypes[2].lives = 3; btypes[2].score = 8; btypes[3].lives = 4; btypes[3].score = 16; BRICK bricks[NBRICKS]; int konami_keys[10]; konami_keys[0] = KEY_UP; konami_keys[1] = KEY_UP; konami_keys[2] = KEY_DOWN; konami_keys[3] = KEY_DOWN; konami_keys[4] = KEY_LEFT; konami_keys[5] = KEY_RIGHT; konami_keys[6] = KEY_LEFT; konami_keys[7] = KEY_RIGHT; konami_keys[8] = 'B'; konami_keys[9] = 'A'; KONAMI konami; konami.nkeys = 10; konami.keys = konami_keys; GAME game; game.win = stdscr; game.rect = rect; game.clock = clock; game.ball = &ball; game.bat = &bat; game.nchlives = NCHLIVES; game.chlives = chlives; game.nbtypes = NBTYPES; game.btypes = btypes; game.nbricks = NBRICKS; game.rbricks = NBRICKS; game.bricks = bricks; game.title = "Ncurses C Breakout"; #ifdef DEBUG game.debug = true; #else game.debug = false; #endif game.konami = &konami; game_setup(&game); game_run(&game); }