コード例 #1
0
ファイル: Clock_helper.c プロジェクト: SFML-haskell/SFML
void sfClock_getElapsedTime_helper (const sfClock* clock, sfTime* time)
{
    *time = sfClock_getElapsedTime (clock);
}
コード例 #2
0
ファイル: game.c プロジェクト: AlexsJones/gridfire_c
void game_run()
{
  JNX_LOG(NULL,"Starting run loop\n");
  sfEvent current_event;
  sfTime time;
  float current_time;
  while(sfRenderWindow_isOpen(main_window))
  {
    switch(current_game_state)
    {
      case COMPLETE:
        sfRenderWindow_clear(main_window,clear_color);	
        sfRenderWindow_pollEvent(main_window,&current_event);
        switch(current_event.key.code)
        {
          case sfKeyReturn:
            sfRenderWindow_close(main_window);
        }
        sfVector2f completepos = sfView_getCenter(main_view);
        int string_length = strlen(sfText_getString(game_finish_text));
        int complete_offset = sfText_getCharacterSize(game_finish_text) * string_length;
        completepos.x = completepos.x - (complete_offset / 2);
        sfText_setPosition(game_finish_text,completepos);

        sfRenderWindow_drawText(main_window,game_finish_text,NULL);
        sfRenderWindow_display(main_window);	
        break;
      case NEXT_LEVEL:
        sfRenderWindow_clear(main_window,clear_color);	
        sfRenderWindow_pollEvent(main_window,&current_event);
        switch(current_event.key.code)
        {
          case sfKeyEscape:
            sfRenderWindow_close(main_window);
            break;
          case sfKeyReturn:
            game_setup_next_level();
            break;
        }
        sfVector2f nlpos = sfView_getCenter(main_view);
        int nltext_offset = strlen(sfText_getString(next_level_text));
        nltext_offset = nltext_offset * sfText_getCharacterSize(next_level_text);
        sfVector2f nlnewpos;
        nlnewpos.x	= nlpos.x - (nltext_offset / 2);
        nlnewpos.y = nlpos.y;
        sfText_setPosition(next_level_text,nlnewpos);
        int nlbt_offset = strlen(sfText_getString(next_level_button_text));
        nlbt_offset = nlbt_offset * sfText_getCharacterSize(next_level_button_text);
        nlnewpos.x = nlpos.x - (nlbt_offset /2);
        nlnewpos.y = nlnewpos.y + 50;
        sfText_setPosition(next_level_button_text,nlnewpos);
        switch(text_yellow)
        {
          case 0:
            sfText_setColor(next_level_button_text,sfColor_fromRGB(255,255,0));
            text_yellow = 1;
            break;
          case 1:
            sfText_setColor(next_level_button_text,sfColor_fromRGB(255,0,0));
            text_yellow = 0;
            break;
        }
        sfRenderWindow_drawText(main_window,next_level_text,NULL);
        sfRenderWindow_drawText(main_window,next_level_button_text,NULL);
        sfRenderWindow_display(main_window);	
        break;
      case RUNNING:
        time = sfClock_getElapsedTime(_clock);
        current_time = sfTime_asSeconds(time);
        sfRenderWindow_pollEvent(main_window,&current_event);
        /*-----------------------------------------------------------------------------
         *  Slowly zoom in as we start the level
         *-----------------------------------------------------------------------------*/
        /*  	if(sfView_getSize(main_view).x > videomode.width)
                {
                sfView_zoom(main_view,0.99f);
                }
                */
        switch(current_event.key.code)
        {
          case sfKeyEscape:
            sfRenderWindow_close(main_window);
            break;
        }
        if(score_max_achieved() == 1)
        {
          if(current_level < max_levels)
          {
            current_game_state = NEXT_LEVEL;
          }else if(current_level == max_levels)
          {
            current_game_state = COMPLETE;
          }
          score_reset();
        }				
        sfRenderWindow_clear(main_window,clear_color);	
        /*-----------------------------------------------------------------------------
         *  Set the current view
         *-----------------------------------------------------------------------------*/
        if(player != NULL){
          sfView_setCenter(main_view,sfSprite_getPosition(player->sprite));
          sfRenderWindow_setView(main_window,main_view);
        }
        /*-----------------------------------------------------------------------------
         *  Draw starfield
         *-----------------------------------------------------------------------------*/
        if(player != NULL){
          starfield_draw(main_view,main_window,sfSprite_getPosition(player->sprite));	
        }
        /*-----------------------------------------------------------------------------
         *  Draw objects
         *-----------------------------------------------------------------------------*/
        jnx_list *draw_queue = cartographer_get_at(main_view);
        if(draw_queue != NULL){
          jnx_node *current_draw_pos = draw_queue->head; 
          /*-----------------------------------------------------------------------------
           *  Draw weapon fire
           *-----------------------------------------------------------------------------*/
          weapon_draw(main_window,main_view,&draw_queue);
          while(current_draw_pos)
          {
            game_object *obj = (game_object*)current_draw_pos->_data;
            if(strcmp(obj->object_type,"player") == 0)
            {
              game_object_update(obj,current_event,main_view);				
            }
            else
            {
              /*-----------------------------------------------------------------------------
               *  Update AI objects
               *-----------------------------------------------------------------------------*/
              game_ai_update(obj,player);	
            }
#ifdef BOUNDING_BOX
            sfRectangleShape *bounding = game_object_get_boundingRect(obj);
            sfRenderWindow_drawRectangleShape(main_window,bounding,NULL);
            sfRectangleShape_destroy(bounding);
#endif
            sfRenderWindow_drawSprite(main_window,obj->sprite,NULL);
            current_draw_pos = current_draw_pos->next_node;
          }
          cartographer_update();
        }
        /*-----------------------------------------------------------------------------
         *  Draw ingame ui
         *-----------------------------------------------------------------------------*/
        game_ui_update(main_window,main_view,player,draw_queue);
        game_ui_draw(main_window,draw_queue);
        sfRenderWindow_display(main_window);
        jnx_list_destroy(&draw_queue);
        break;
      case GAMEOVER:
        sfRenderWindow_clear(main_window,clear_color);	
        sfRenderWindow_pollEvent(main_window,&current_event);
        switch(current_event.key.code)
        {
          case sfKeyEscape:
            sfRenderWindow_close(main_window);
            break;
        }
        sfVector2f pos = sfView_getCenter(main_view);
        int text_offset = strlen(sfText_getString(game_over_text));
        text_offset = text_offset * sfText_getCharacterSize(game_over_text);
        sfVector2f newpos;
        newpos.x	= pos.x - (text_offset / 2);
        newpos.y = pos.y;
        sfText_setPosition(game_over_text,newpos);
        sfRenderWindow_drawText(main_window,game_over_text,NULL);
        sfRenderWindow_display(main_window);	
        break;
      case GAMESTART:
        sfRenderWindow_clear(main_window,clear_color);	
        sfRenderWindow_pollEvent(main_window,&current_event);
        int game_bound = atoi(jnx_hash_get(config,"GAMEBOUNDS"));
        switch(current_event.key.code)
        {
          case sfKeyEscape:
            sfRenderWindow_close(main_window);
            break;
          case sfKeySpace:

            play_music(INGAMEMUSIC);
            current_game_state = LOADING;
            break;
        }
        sfVector2f pos_start = sfView_getCenter(main_view);
        int text_offset_start = strlen(sfText_getString(game_start_text));
        text_offset_start = text_offset_start * sfText_getCharacterSize(game_start_text);
        sfVector2f newpos_start;
        newpos_start.x	= pos_start.x + (text_offset_start /2 );
        newpos_start.y = pos_start.y - (text_offset_start /2);
        sfText_setPosition(game_start_text,newpos_start);

        sfVector2f button_start;
        button_start.x = newpos_start.x;
        button_start.y = newpos_start.y + 50;
        sfText_setPosition(game_start_button_text,button_start);
        button_start.y = button_start.y + 50;
        sfText_setPosition(game_author_text,button_start);
        switch(text_yellow)
        {
          case 0:
            sfText_setColor(game_start_button_text,sfColor_fromRGB(255,255,0));
            sfText_setColor(game_start_text,sfColor_fromRGB(255,255,0));
            text_yellow = 1;
            break;
          case 1:
            sfText_setColor(game_start_button_text,sfColor_fromRGB(255,0,0));
            sfText_setColor(game_start_text,sfColor_fromRGB(255,0,0));
            text_yellow = 0;
            break;
        }
        jnx_list *menu_starfield = starfield_menu_create(main_view);
        jnx_node *head = menu_starfield->head;
        while(menu_starfield->head)
        {
          sfSprite *sprite = menu_starfield->head->_data;
          sfVector2f pos = sfSprite_getPosition(sprite);
          pos.y = pos.y +5;
          if(pos.y > sfView_getSize(main_view).y)
          {
            pos.y = 0;
          }
          sfSprite_setPosition(sprite,pos);
          sfRenderWindow_drawSprite(main_window,sprite,NULL);
          menu_starfield->head = menu_starfield->head->next_node;
        }
        menu_starfield->head = head;
        sfRenderWindow_drawText(main_window,game_start_button_text,NULL);
        sfRenderWindow_drawText(main_window,game_start_text,NULL);
        sfRenderWindow_drawText(main_window,game_author_text,NULL);
        sfRenderWindow_display(main_window);	
        break;
      case LOADING:
        sfRenderWindow_clear(main_window,clear_color);
        sfRenderWindow_setView(main_window,main_view);
        if(loading_started == 0)
        {
          //spawn thread
          pthread_t load_worker;
          pthread_create(&load_worker,NULL,game_load,NULL);
          loading_started = 1;
        }
        if(loading_flag == 1)
        {
          //break and start game
          loading_started = 0;
          loading_flag = 0;
          sfVector2f viewpos;
          viewpos.x = game_bound /2;
          viewpos.y = game_bound /2;
          sfView_setCenter(main_view,viewpos);
          sfVector2f size = sfView_getSize(main_view);
          size.x = size.x *2;
          size.y = size.y *2;
          /*-----------------------------------------------------------------------------
           *  Set the zoom a bit further out so on level start we can zoom in
           *-----------------------------------------------------------------------------*/
          //	sfView_setSize(main_view,size);
          current_game_state = RUNNING;
          printf("Loading done\n");	
          break;
        }
        sfVector2f loadingpos = sfView_getCenter(main_view); 
        int loading_offset = strlen(sfText_getString(game_loading_text));
        loading_offset = loading_offset * sfText_getCharacterSize(game_loading_text);
        loadingpos.x = loadingpos.x - (loading_offset /2);
        loadingpos.y = loadingpos.y - (loading_offset /2);
        switch(text_yellow)
        {
          case 0:
            sfText_setColor(game_loading_text,sfColor_fromRGB(255,255,0));
            text_yellow = 1;
            break;
          case 1:
            sfText_setColor(game_loading_text,sfColor_fromRGB(255,0,0));
            text_yellow = 0;
            break;
        }
        sfText_setPosition(game_loading_text,loadingpos);
        sfRenderWindow_drawText(main_window,game_loading_text,NULL);
        sfRenderWindow_display(main_window);
        break;
    }
  }
}