void Initialize() // must be called only once { //do some initialization and create the regions in here SDL_WM_SetCaption("Scorpion", NULL); // Set the window title font1 = initFont("font/data/font1"); font2 = initFont("font/data/font2"); InitDeck(screen); Scorpion.Initialize(screen); //index 0: The Stock Scorpion.CreateRegion(CRD_STOCK, CRD_VISIBLE|CRD_3D, 0, 0, CRD_OSYMBOL, (SCREEN_WIDTH / 2) - (CARDWIDTH / 2), 400, 2, 2); //index 1-7: The tableau for(int i=1; i <= 7; i++){ Scorpion.CreateRegion(CRD_TABLEAU, CRD_VISIBLE|CRD_FACEUP|CRD_DODRAG|CRD_DODROP, CRD_DOLOWER|CRD_DOKING, CRD_DRAGCARDS, CRD_HSYMBOL, (CARDWIDTH * (i - 1)) + (i * 35), 10, 0, 25); } }
int main( int argc, const char* argv[] ) { CGame game; game.runGame(); return 0; }
//============================================================================= //起動 //============================================================================= void CApplication::Run() { //コアの生成 CreateCore(); //初期化処理 CCommonObject::Initialize(); CGame Game; /*初期化*/ if( m_pCore->Initialize( m_strAppName.c_str() , FRAME_RATE_60 ) ) { Initialize(); while( GetCore()->Run() ) { Game.Run(); } } //終了処理 CCommonObject::Finalize(); }
int main(void) { CGame game; game.gameLoop(); return 0; }//main
// La función principal del juego int main(int argc, char *argv[]){ CGame *navesGame = new CGame();//Crea un objeto usando apuntadores if(navesGame->Start()) navesGame->Finalize(); // Liberamos los recursos utilizados. return EXIT_SUCCESS; }
int _tmain(int argc, _TCHAR* argv[]) { srand((int)time(0)); CGame *game = new CGame; game->GameRun(); delete game; return 0; }
int main() { CGame* pGame = new CGame(); pGame->run(); delete pGame; return 0; }
int main(int argc, char *argv[]) { CGame* game = new CGame(); game->gameLoop(); return 0; }
int main() { initCurses(); CGame game; game.Init(); while(game.GameLoop()) {} stopCurses(); return 0; }
/** * \brief This is the function where CG beings * * \param argc number of arguments * \param argv pointer to char arrays where * where the passed arguments are stored * in the process * \return This always returns 0. If * some errors appear, take a look * at the Logfile. * */ int main(int argc, char *argv[]) { #if SDL_VERSION_ATLEAST(2, 0, 0) #ifdef ANDROID SDL_SetMainReady( ); #endif #endif // Check if CG should look into a given directory if(argc >= 1) { binary_dir = argv[0]; size_t slashpos = findLastPathSep(binary_dir); if(slashpos != std::string::npos) { binary_dir.erase(slashpos); binary_dir = SystemNativeToUtf8(binary_dir); } else { binary_dir = "."; } } else { warnings << "Binary-argument not given, assuming current dir" << endl; binary_dir = "."; } binary_dir = GetAbsolutePath(binary_dir); InitThreadPool(); InitSearchPaths(); g_pLogFile->CreateLogfile("CGLog.html"); // The Game Class instance is the main class managing whole // interpreter instance. TODO: It should be a singleton CGame Game; //////////////////////////// // Initialize Game Engine // //////////////////////////// if( Game.init( argc, argv ) ) { /////////////////////// // Start Game Engine // /////////////////////// Game.run(); } std::cout << "Thank you very much for playing this game!" << std::endl; UnInitThreadPool(); return 0; }
void CLocalGUI::Draw ( void ) { // Get the game interface CGame* pGame = CCore::GetSingleton ().GetGame (); eSystemState SystemState = pGame->GetSystemState (); CGUI* pGUI = CCore::GetSingleton ().GetGUI (); // Update mainmenu stuff m_pMainMenu->Update (); // Make sure our version labels are always visible static short WaitForMenu = 0; if ( SystemState == 7 || SystemState == 9 ) { if ( WaitForMenu < 250 ) { WaitForMenu++; } else { m_pLabelVersionTag->SetVisible ( true ); } } // If we're ingame, make sure the chatbox is drawn bool bChatVisible = ( SystemState == 9 /* GS_INGAME */ && m_pMainMenu->GetIsIngame () && m_bChatboxVisible && !CCore::GetSingleton ().IsOfflineMod() ); if ( m_pChat->IsVisible () != bChatVisible ) m_pChat->SetVisible ( bChatVisible ); bool bDebugVisible = ( SystemState == 9 /* GS_INGAME */ && m_pMainMenu->GetIsIngame () && m_pDebugViewVisible && !CCore::GetSingleton ().IsOfflineMod() ); if ( m_pDebugView->IsVisible () != bDebugVisible ) m_pDebugView->SetVisible ( bDebugVisible ); // Make sure the cursor is displayed only when needed UpdateCursor (); // Draw the chat m_pChat->Draw (); // Draw the debugger m_pDebugView->Draw (); // If we're not at the loadingscreen static bool bDelayedFrame = false; if ( SystemState != 8 || !bDelayedFrame /* GS_INIT_PLAYING_GAME */ ) { // If we have a GUI manager, draw the GUI if ( pGUI ) { pGUI->Draw ( ); } else { WriteDebugEvent ( "WARNING: CLocalGUI::Draw() called, but CLocalGUI::CreateObjects() isn't!" ); } // If the system state was 8, make sure we don't do another delayed frame if ( SystemState == 8 ) { bDelayedFrame = true; } } }
//Turn Change void Packet0x13(session_data_t* session, CPlayer* player, int8* data) { CGame* game = games::getGame(player); if (game && game->isActivePlayer(player)) { game->endTurn(); } }
int main( int argc, const char* argv[] ) { CGame *game = new CGame; game->start(); delete game; return 0; }
UINT CheckStatusThread(LPVOID lpVoid) { CGame* game = (CGame*)lpVoid; while(TRUE) { TRACE("Game status: %d\n", game->getStatus()); Sleep(500); } }
int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; CGame game; msg.wParam = game.Start(); return (msg.wParam); // Exit The Program }
// ----------------------------------------------------------------------------- // CGameController::StartGameL // Intializes the Game and Starts the game loop. // ----------------------------------------------------------------------------- // void CGameController::StartGameL( CGame& aGame ) { iGame = &aGame; // Allow the game to initialize itself. // The opengl es state intialization is done here. aGame.Initialize( iWindow->Size().iWidth, iWindow->Size().iHeight ); TTime currentTime; TTime lastTimeVisited; lastTimeVisited.HomeTime(); while( 1 ) // Loop until the Game wants to exit. { // Process any pending tasks. // This runs any Active objects that are waiting for // some processing. // The CWsEventReceiver Active Object gets a chance to // run here (on a key event for example). ProcessBackgroundTasks( EFalse ); // If the application is not in focus or is not visible. // Block until it regains focus. while( EFalse == iIsAppInFocus || EFalse == iIsVisible ) ProcessBackgroundTasks( ETrue ); // Get the current time. currentTime.HomeTime(); TTimeIntervalMicroSeconds dur = currentTime.MicroSecondsFrom( lastTimeVisited ); // The game renders itself using opengl es apis. // A return value of EFalse signifies an exit from the game. // Pass in the time (in micro secs) elapsed since last call. if( EFalse == aGame.RenderFrame( dur.Int64() ) ) { break; } // Call eglSwapBuffers, which blits the graphics to the window. eglSwapBuffers( iEglDisplay, iEglSurface ); // To keep the background light on. if( !( ( iGame->GetCurrentFrame() )%100 ) ) { User::ResetInactivityTime(); } // Store the last time the Game was rendered. lastTimeVisited = currentTime; } // Cleanup. aGame.Cleanup(); }
int main() { cout << "\n exacto[0.f] \n <<------------------------------->> \n by Daniel Sparks, USA \n" << endl << endl; cout << "Type 'game' for gameplay commands, or 'help' for all commands." << endl << endl; int i, j; string user_input; /* These are the coefficients for the piece square tables (see fill_PST), which can later be optimized 3 at a time. */ // unoptimized: int16_t C[4][3] = { { 0, 0, 0 }, { 1, 0, 1 }, { 0, 0, 1 }, { 0, 0, 1 } }; int16_t C[7][3] = { { 0, 0, 0 }, { 1, 0, 1 }, { 0, 0, 1 }, { 0, 0, 1 }, { 0, 0, 0 }, { 0, 0, 0 }, { 1, 0, 0 } }; CEngine exacto; CEngine exacto2; CGame game; initialize(); fill_PST(C); parse_book("book.bin"); exacto.book_mode = is_book(true) ? _BOOK_MODE : BOOK_DISABLED; game.set_board("Default", "", "", "", "", ""); /*// Consolidate: string file[5] = { "tuneraz_11.txt", "tuneraz_12.txt", "tuneraz_13.txt", "tuneraz_14.txt", "tuneraz_15.txt" }; int score[30] = { 0 }; uint32_t m = 0, n = 0, r = 0; for(int p = 0; p < 5; p++) parse_tuning_file(&m, &n, &r, score, file[p]); int mu = 0; for(int p = 1; p < 27; p++) { cout << p << " : " << (((double)score[p])/2) << endl; mu += score[p]; } cout << "Total games: " << mu << endl << "Mean: " << mu / 26 << endl;*/ for(cin >> user_input; true; cin >> user_input) { next_command: if(user_input == "quit") break; else if((user_input == "xboard") || (user_input == "winboard")) exacto.post_pretty = false; else if(user_input == "protover") { cin >> user_input; cout << "feature ping=1 setboard=1 playother=1 san=0 usermove=1 time=1 draw=0 sigint=0 sigterm=0 reuse=1 analyze=0 colors=0 ics=0 name=0 pause=0 done=1" << endl; } else if(user_input == "accepted") {
int main(int argc, char *argv[]) { CGame* game = new CGame(); game->gameLoop(); //delete game; game->saveGame(); return 0; }
// La función principal del juego int main(int argc, char *argv[]){ CGame *navesGame = new CGame();//Crea un objeto usando apuntadores if(navesGame->Start()) navesGame->Finalize(); // Liberamos los recursos utilizados. //PlaySound("musicafondo.wav",NULL, SND_FILENAME|SND_ASYNC); ////"C:\\Users\\Cristian\\Documents\\GitHub\\Naves_Inicio\\Data\\*/ //system("PAUSE"); return EXIT_SUCCESS; }
int main(int argc, const char *argv[]) { CGame game; #ifdef DEBUG std::cout << "DEBUGGING IS ENABLED!" << std::endl; #endif game.Start(); return 0; }
int main() { CGame Game; // No fear, go ahead, son! Game.run(); // Ok... Thanks for playing. ^^ return 0; }END_OF_MAIN()
// "main" is the S3E entry point int main() { Iw2DInit(); // create game object CGame* pGame = new CGame; int currentUpdate = GetUpdateFrame(); int nextUpdate = currentUpdate; // to exit correctly, applications should poll for quit requests while(!s3eDeviceCheckQuitRequest()) { // run logic at a fixed frame rate (defined by UPS) // block until the next frame (don't render unless at // least one update has occurred) while(!s3eDeviceCheckQuitRequest()) { nextUpdate = GetUpdateFrame(); if( nextUpdate != currentUpdate ) break; s3eDeviceYield(1); } // execute update steps int frames = nextUpdate - currentUpdate; frames = MIN(MAX_UPDATES, frames); while(frames--) { pGame->Update(); } currentUpdate = nextUpdate; // render the results pGame->Render(); // if an application uses polling input the application // must call update once per frame s3ePointerUpdate(); s3eKeyboardUpdate(); // S3E applications should yield frequently s3eDeviceYield(); } // clear up game object delete pGame; Iw2DTerminate(); return 0; }
//***************************************************************************** // クリエイト //***************************************************************************** CGame* CGame::Create(MODE_PHASE mode, LPDIRECT3DDEVICE9* pDevice) { CGame* pGame = NULL; // 作成 pGame = new CGame; // 初期化 pGame->Init(mode, pDevice); return pGame; }
// // Remove table from the waiting list that has // - same game type // - same limits // void CLounge::removeTableFromWaitingList(CTable* table) { CGame* game = CGame::GetGame(table->getGameType()); if (game) { WaitingLists& wls = game->getWaitingLists(); WaitingLists::iterator pos = find_if(wls.begin(), wls.end(), same_limits(table->getLo(), table->getHi())); if (pos != wls.end()) { CWaitingList* wlist = (*pos); TableList& tlist = wlist->getTableList(); TableList::iterator tpos = find_if(tlist.begin(), tlist.end(), same_socket(table->getSocket())); if (tpos != tlist.end()) { tlist.erase(tpos); // Send queue table removed CpduQueueUpdate pdu; pdu.sendQueueRemove(wlist->getQueueNumber(), table); CpduWaitinglistEvent pduEvent; pduEvent.sendRemove(wlist->getQueueNumber(), table); } else { printf("CLounge: Table not in waiting list: type %d lo: %d hi: %d", table->getGameType(), table->getLo(), table->getHi()); } } else { char s[128]; sprintf(s, "CLounge: No waiting list with limits found: type %d lo: %d hi: %d", table->getGameType(), table->getLo(), table->getHi()); Sys_LogError(s); } } else { char s[128]; sprintf(s, "CLounge: No game found for type %d", table->getGameType()); Sys_LogError(s); } }
int main() { try { CGame game; game.play(); } catch(string x) { cout<<x; } system("pause"); }
// La función principal del juego int main(int argc, char *argv[]){ CGame *navesGame = new CGame();//Cra un objeto usando apuntadores /*for(int i=0;i<15;i++) { int azar = rand(); printf("%d\n",azar%16); } getchar();*/ if(navesGame->Start()) navesGame->Finalize(); // Liberamos los recursos utilizados. return EXIT_SUCCESS; }
int main() { #ifdef EDIT CEditor* pEditor = CEditor::GetInstance(); while(pEditor->RunGameLoop()); #else CGame* pGame = CGame::GetInstance(); while(pGame->RunGameLoop()); #endif return 0; }
int main (int argc, char* argv[]) { CGame Game; Uint32 frameStart; Uint32 frameTime; Game.Init(); // load the intro Game.ChangeState( CMainMenuState::Instance() ); // main loop while ( Game.Running() ) { frameStart = SDL_GetTicks(); Game.HandleEvents(); Game.Update(); Game.Render(); frameTime = SDL_GetTicks() - frameStart; if (frameTime < DELAY_TIME) { SDL_Delay((int) (DELAY_TIME - frameTime)); } } // cleanup the engine Game.Cleanup(); return 0; }
// // Add table to the waiting list that has // - same game type // - same limits // void CLounge::addTableToWaitingList(CTable* table, u_int16_t gameType) { CGame* game = CGame::GetGame(gameType); if (game) { WaitingLists& wls = game->getWaitingLists(); WaitingLists::iterator pos = find_if(wls.begin(), wls.end(), same_limits(table->getLo(), table->getHi())); if (pos != wls.end()) { // Add the table to the waiting list CWaitingList* wlist = (*pos); wlist->addTable(gameType, table); // Send queue table added CpduQueueUpdate pdu; pdu.sendQueueAdd(wlist->getQueueNumber(), table); CpduWaitinglistEvent pduEvent; pduEvent.sendAdd(wlist->getQueueNumber(), table); // Send login stats update CpduLoungeStats pduStats; pduStats.sendStats(players_.size(), tables_.size()); // Waiting list has new table, try seating players wlist->seatPlayers(table); } else { char s[128]; sprintf(s, "CLounge: No waiting list with limits found: type %d hi: %d lo: %d", gameType, table->getLo(), table->getHi()); Sys_LogError(s); } } else { char s[128]; sprintf(s, "CLounge: No game found for type %d", gameType); Sys_LogError(s); } }
int main(int argc, char *argv[]) { if( SDL_Init(SDL_INIT_AUDIO|SDL_INIT_VIDEO) < 0 ){ printf("Unable to initialize SDL: %s\n", SDL_GetError()); exit(1); } atexit(SDL_Quit); screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 32, SDL_HWSURFACE|SDL_HWPALETTE|SDL_DOUBLEBUF); // screen = SDL_SetVideoMode(800, 600, 32, SDL_SWSURFACE|SDL_HWPALETTE); //Slow if(screen == NULL) { printf("Unable to set 0x0 video: %s\n", SDL_GetError()); exit(1); } Initialize(); NewGame(); Scorpion.DrawStaticScene(); SDL_Event event; int done = 0; while(done == 0) { while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: return 0; case SDL_KEYDOWN: if(event.key.keysym.sym == SDLK_ESCAPE) { done = 1; } HandleKeyDownEvent(event); break; case SDL_MOUSEBUTTONDOWN: HandleMouseDownEvent(event); break; case SDL_MOUSEMOTION: HandleMouseMoveEvent(event); break; case SDL_MOUSEBUTTONUP: HandleMouseUpEvent(event); break; } } } // perform cleaning up in here freeFont(font1); freeFont(font2); return 0; }