int main() { resetgame(); //prints the Main Menu mainmenu(cursor); char key; //Detect key UP and DOWN until ENTER is pressed do { key = getch(); //Get the input switch(key) { case 72 : mainmenu(--cursor); //Select upper menu break; case 80 : mainmenu(++cursor); //Select lower menu break; } } while(key!=13); //Launch a game or screen depending on the menu selected switch(cursor) { case 1 : singlegame(); break; case 2 : multigame(); break; case 3 : battlegame(); break; case 4 : howtoplay(); break; case 5 : credit(); break; case 6 : exit(1); //Exit game } }
// Updates all nescessary sprites, images, buttons etc. void update(void) { static _Bool called = false; GDATAPTR game = get_game_data(); update_background(); if(game->gamestarted && game->paused) { paused(score, survival_time, lives); } else if(lives == 0) { gameover(score, survival_time); } else if(game->gamestarted) { if(!called) { //cpSpaceResizeStaticHash(get_global_cpSpace(), 700.0, 4*10); cpSpaceAddCollisionHandler(get_global_cpSpace(), 1, 2, collision_begin, NULL, NULL, NULL, NULL); cpSpaceAddCollisionHandler(get_global_cpSpace(), 0, 2, collision_static_begin, NULL, NULL, NULL, NULL); cpSpaceAddCollisionHandler(get_global_cpSpace(), 0, 1, collision_static_begin, NULL, NULL, NULL, NULL); called = false; } logic(); update_clouds(); cpSpaceStep(get_global_cpSpace(), 1.0f/60.0f); cpSpaceEachBody(get_global_cpSpace(), &update_sprites, NULL); update_ground(); update_lives(); add_element_to_render_queue(NULL, 0, 0, 0, RCOLOR(0, 0, 0, 255), update_score); add_element_to_render_queue(NULL, 290, 0, 0, RCOLOR(0, 0, 0, 255), update_survivaltime); } else if(game->options) { options(); } else if(game->howtoplay) { howtoplay(); } else if(game->highscores) { highscores(); } }