//Logic for States void state_logic () { if (state_terminated) { if (state_terminated > 0) { trans_stop (); state_quit (); game_shutdown (); state_terminated = -1; //One Time Quit. } return; } if (state_switched) { return; } handlers[state].proc_logic (); { dt = al_get_time () - prev_time; while (dt >= GUI_DT) { gui_update (); dt -= GUI_DT; prev_time = al_get_time (); } gui_update (); } }
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; }
// the main game loop which will run until the game is done void game_loop() { SDL_Event event, e; SDL_TimerID timer; int last_game_update = 0; int last_particle_update = 0; int last_render = 0; int previous_level = 0; debug_print("Loading media..."); load_media(); // check if we want to show score increments game.show_score_increments = atoi(config_getValue("show_score_increments")); // setup input input_init(); // create & show menu ui_menuInit(); ui_toggleMenuVisible(); SDL_SetEventFilter(ui_handleEvents); // loop forever debug_print("Entering main game loop..."); while (1) { // see if its time to trigger an update (make sure we're not paused either) if (!game.paused && SDL_GetTicks() - last_game_update > game_getGameUpdateFreq()) { last_game_update = SDL_GetTicks(); // remember time of last update game_update(); } if (game.show_score_increments) { // at the moment we just have the one particle set // see if its time to trigger a particle update if (SDL_GetTicks() - last_particle_update > PARTICLE_UPDATE_INTERVAL) { last_particle_update = SDL_GetTicks(); particle_update(); } } // check for any events waiting while (SDL_PollEvent(&event)) { switch(event.type) { // key presses are handled in input.c case SDL_KEYDOWN: input_onKeyDown(event.key.keysym.sym); break; case LEFT_KEY: tetromino_moveLeft(current_tetromino); if (grid_checkCollision(grid, current_tetromino)) { tetromino_moveRight(current_tetromino); } break; case RIGHT_KEY: tetromino_moveRight(current_tetromino); if (grid_checkCollision(grid, current_tetromino)) { tetromino_moveLeft(current_tetromino); } break; case DOWN_KEY: // uses the key repeat interval to accelerate the tetromino down tetromino_moveDown(current_tetromino); if (grid_checkCollision(grid, current_tetromino)) { tetromino_moveUp(current_tetromino); } break; case UP_KEY: // rotate to a new position tetromino_setNextPosition(current_tetromino); tetromino_setShape(current_tetromino, current_tetromino->type, current_tetromino->position); // make sure the new position doesn't cause any collisions // if it does, reverse the rotation if (grid_checkCollision(grid, current_tetromino)) { tetromino_setPrevPosition(current_tetromino); tetromino_setShape(current_tetromino, current_tetromino->type, current_tetromino->position); } break; case SPACE_KEY: tetromino_moveDown(current_tetromino); // move the tetromino down until it causes a collision while (!grid_checkCollision(grid, current_tetromino)) { tetromino_moveDown(current_tetromino); } // once we have a collision, move it back into place tetromino_moveUp(current_tetromino); break; case PAUSE_KEY: debug_print("Pausing game"); game.paused = !game.paused; // stop the game timer if (game.paused) { SDL_RemoveTimer(timer); timer = NULL; } else { // start it again timer = SDL_AddTimer(1000, game_updateTime, NULL); } break; case ESCAPE_KEY: // pause game updates debug_print("Escape key pressed."); // toggle paused game state if we're in game if (grid && current_tetromino) { game.paused = !game.paused; if (game.paused) { // stop couting time played SDL_RemoveTimer(timer); timer = NULL; } // starting timer again, only if we're still in a game else if (grid && current_tetromino) { timer = SDL_AddTimer(1000, game_updateTime, NULL); } } // show or hide the menu if (grid && current_tetromino) { ui_toggleMenuVisible(); } // enable ui message pump if its visible if (ui_isMenuVisible()) { // if we're in game, show in-game menu if (grid && current_tetromino) { ui_menuPageSetCurrentById(MENU_IN_GAME); } // otherwise show main menu else { ui_menuPageSetCurrentById(MENU_MAIN); } SDL_SetEventFilter(ui_handleEvents); } break; case GAME_START_NEW: // set some game variables game.level = 0; game.score = 0; game.lines = 0; game.paused = 0; // time variables game.hours = 0; game.minutes = 0; game.seconds = 0; // create the grid grid = grid_createNew(GRID_WIDTH, GRID_HEIGHT); // create the first tetromino current_tetromino = tetromino_createNew(); current_tetromino->x = 0; current_tetromino->y = 0; // update time SDL_Init(SDL_INIT_TIMER); if (timer) { SDL_RemoveTimer(timer); timer = NULL; } ui_toggleMenuVisible(); timer = SDL_AddTimer(1000, game_updateTime, NULL); game.paused = 0; break; case GAME_END: // called by either the menu or game over scenario // destroy timer, grid and tetromino SDL_RemoveTimer(timer); timer = NULL; grid_destroy(grid); grid = NULL; tetromino_destroy(current_tetromino); current_tetromino = NULL; // show menu if it isn't already visible ui_menuPageSetCurrentById(MENU_MAIN); if (!ui_isMenuVisible()) { SDL_SetEventFilter(ui_handleEvents); ui_toggleMenuVisible(); } break; case TETROMINO_CREATE: // assumes that the old one has already been discarded current_tetromino = tetromino_createNew(); current_tetromino->x = 0; current_tetromino->y = 0; // check if we have an immediate collision (game over) if (grid_checkCollision(grid, current_tetromino)) { SDL_RemoveTimer(timer); timer = NULL; e.type = GAME_END; SDL_PushEvent(&e); } break; case GRID_REMOVE_LINE: if (game.show_score_increments) { // animated score increment game_showScoreIncrement(event.user.code, (game.level + 1) * 10); } grid_removeLine(grid, event.user.code); // increment number of complete lines game.lines += 1; // +10 per block and x10 per level game.score += (game.level + 1) * 10 * GRID_WIDTH; // increment the game level every 10 lines previous_level = game.level; game.level = game.lines / 10; if (previous_level != game.level) { game_showLevelIncrement(); } break; case GAME_QUIT: SDL_RemoveTimer(timer); // stop gameplay timer timer = NULL; game_shutdown(); break; // unhandled events are ignored default: break; } } // update the display // without this delay gfx card tries to commit suicide by melting if (SDL_GetTicks() - last_render > 3) { display_update(); last_render= SDL_GetTicks(); } } }
//------------------------------------------------------------ // La función principal main() //------------------------------------------------------------ int main(int argc, char **argv) { // Iniciar Allegro (y añadidos) al_init(); al_init_image_addon(); al_init_primitives_addon(); // Instalar el mouse, teclado, etc. al_install_keyboard(); al_install_mouse(); if (FULLSCREEN) al_set_new_display_flags(ALLEGRO_FULLSCREEN); // Crear el "display" display = al_create_display(SCREEN_W, SCREEN_H); if (!SHOW_CURSOR) al_hide_mouse_cursor(display); // Poner el título de la ventana al_set_window_title(display, WINDOW_TITLE); // Creamos el timer (controlador de FPS) timer = al_create_timer(1.0 / FRAMERATE); // Creamos la 'pila' de eventos event_queue = al_create_event_queue(); // Preparamos el juego game_setup(); // Los eventos que usaremos al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_mouse_event_source()); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_timer_event_source(timer)); al_start_timer(timer); // Si esta variable se pone a 0, el juego terminará de inmediato game_is_running = 1; ALLEGRO_EVENT event; // El 'loop' principal del juego while (game_is_running) { al_wait_for_event(event_queue, &event); // Si el botón para cerrar fue presionado... if (event.type == ALLEGRO_EVENT_DISPLAY_CLOSE) break; // Actualizamos las teclas if (event.type == ALLEGRO_EVENT_KEY_DOWN) { // Al presionar <Esc> el juego terminará if (event.keyboard.keycode == ALLEGRO_KEY_ESCAPE) game_is_running = 0; if (event.keyboard.keycode == ALLEGRO_KEY_LEFT) key[KEY_LEFT] = 1; if (event.keyboard.keycode == ALLEGRO_KEY_RIGHT) key[KEY_RIGHT] = 1; if (event.keyboard.keycode == ALLEGRO_KEY_UP) key[KEY_UP] = 1; if (event.keyboard.keycode == ALLEGRO_KEY_DOWN) key[KEY_DOWN] = 1; if (event.keyboard.keycode == ALLEGRO_KEY_X) key[KEY_X] = 1; } // Actualizamos las teclas if (event.type == ALLEGRO_EVENT_KEY_UP) { if (event.keyboard.keycode == ALLEGRO_KEY_LEFT) key[KEY_LEFT] = 0; if (event.keyboard.keycode == ALLEGRO_KEY_RIGHT) key[KEY_RIGHT] = 0; if (event.keyboard.keycode == ALLEGRO_KEY_UP) key[KEY_UP] = 0; if (event.keyboard.keycode == ALLEGRO_KEY_DOWN) key[KEY_DOWN] = 0; if (event.keyboard.keycode == ALLEGRO_KEY_X) key[KEY_X] = 0; } if (event.type == ALLEGRO_EVENT_TIMER) { game_update(); redraw = 1; } if (redraw) { redraw = 0; al_clear_to_color(al_map_rgb(0, 0, 0)); game_render(); al_flip_display(); } } al_destroy_display(display); al_destroy_timer(timer); al_destroy_event_queue(event_queue); game_shutdown(); return 0; }
JNIEXPORT void JNICALL Java_com_fiftyply_mosaic_GameSurfaceView_nativePause(JNIEnv* env, jobject obj) { LOGI("nativePause"); game_shutdown(); }