// Constructor ProcessingThread::ProcessingThread(ImageBuffer *imageBuffer, int inputSourceWidth, int inputSourceHeight) : QThread(), imageBuffer(imageBuffer), inputSourceWidth(inputSourceWidth), inputSourceHeight(inputSourceHeight) { // Create images currentFrameCopy.create(Size(inputSourceWidth,inputSourceHeight),CV_8UC3); currentFrameCopyGrayscale.create(Size(inputSourceWidth,inputSourceHeight),CV_8UC1); // Initialize variables stopped=false; sampleNo=0; fpsSum=0; avgFPS=0; fps.clear(); // Initialize currentROI variable currentROI=Rect(0,0,inputSourceWidth,inputSourceHeight); // Store original ROI originalROI=currentROI; //pre-process surf params. preLoadGlyphs(this->Glyphs ,this->keypoints); //game-settings init. initGameState(&GameState, _GameLib_NUM_DECKS); this->pcounter = 0; cleanTable(&newTable); SetBlackFlag = 0; blackVal = 300000; } // ProcessingThread constructor
void initGame(int stg) { status = IN_GAME; initShip(); initShots(); initFoes(); initFrags(); initBonuses(); initBackground(); initBarrages(stagePrm[stg][0], stagePrm[stg][1], stagePrm[stg][2]); initGameState(stg); if ( stg < STAGE_NUM ) { setStageBackground(stg%5+1); playMusic(stg%5+1); } else { if ( !insane ) { setStageBackground(0); playMusic(0); } else { setStageBackground(6); playMusic(6); } } }
void GameClient::handleNewGreeting(QByteArray buffer) { bool ok; // check it is rejected or accepted and get player id buffer.mid(1, 6).toInt(&ok, 16); if(ok) { m_myPlayerID = buffer.mid(1,6); m_gameState = new GameState; // update gui emit initGameState(m_gameState); emit newClientInfo(m_myPlayerID+",0,WAIT"); } else { m_connection->disconnectFromHost(); } // add log emit newLog(QString(buffer)); }
int main(int argc, char* argv[]){ int count = 0; int player = 0; //player 1 = 0 struct gameState *state = newGame(); printf("Testing fullDeckDount Function:\n"); printf("PLEASE SEE NOTES IN HEADER\n"); //initialize hands for 2 players initGameState(state); //Call fullDeckCount, store count in variable count = fullDeckCount(player, 0, state); //passing curse card printf("Count should = 3 total curse cards in deck: \n1 in hand + 1 in deck + 1 in discard = %d\n", count); printf("TEST PASSED\n"); return 0; }
void initGame(int stg) { int sn; status = IN_GAME; initBoss(); initFoes(); initShip(); initLasers(); initFrags(); initShots(); initGameState(stg); sn = stg%SAME_RANK_STAGE_NUM; initBackground(sn); if ( sn == SAME_RANK_STAGE_NUM-1 ) { playMusic(rand()%(SAME_RANK_STAGE_NUM-1)); } else { playMusic(sn); } }
int main (int argc, char *argv[]) { player_t turn; GameState game; move_t themove; int opt; while ((opt = getopt (argc, argv, "cD:ehl:sVv:20")) != -1) { switch (opt) { case 'l': printf ("Level option (-l) is not yet implemented!\n"); printf (" -- you requested level %s.\n", optarg); break; case 'e': printf ("Expert option (-e) is not yet implemented!\n"); break; case 's': printf ("Smiley option (-s) is not yet implemented!\n"); break; case 'v': printf ("Verbose option (-v) is not yet implemented!\n"); printf (" -- you requested verbosity level %s.\n", optarg); break; case '2': printf ("2 player option (-2) is not yet implemented!\n"); break; case '0': printf ("Computer vs Computer option (-0) is not yet implemented!\n"); break; case 'D': printf ("Debug option (-D) is not yet implemented!\n"); printf (" -- you requested Debug level %s.\n", optarg); break; case 'V': printf ("Quad Version 0.8a By Jeremy Madea [email protected]\n"); printf (" Please Play me!\n"); exit (0); break; case 'h': printf ("Usage: quad [-v]\n"); exit (0); break; case '?': printf ("Invocation error... exiting\n"); exit (1); break; } } do { turn = whoGoesFirst (); initGameState (&game, turn); displayTheBoard (&game); while (!gameOver (&game)) { themove = getMove (turn, &game); playTheMove (turn, themove, &game); turn = other (turn); displayTheBoard (&game); } displayGameResult (&game); } while (doYouWantToPlayAgain ()); exit (0); }
int main(int argc, char* argv[]){ int x; int player = 0; //player 1 = 0; initialize to something, will change later struct gameState *state = newGame(); int i, j; int myHandCount; int myDeckCount; int myPlayCount; printf("Testing SMITHY Card Function:\n"); srand(time(NULL)); //initialize hands for 2 players initGameState(state); for(i = 0; i < 2000; i++){ //start with 5 for testing SelectStream(2); PutSeed(2); player = rand() % 2; state->whoseTurn = player; state->deckCount[player] = rand() % MAX_DECK; state->playedCardCount = rand() % MAX_DECK; state->handCount[player] = rand() % MAX_HAND; //put smithy card in the player's hand state->hand[player][0] = smithy; //randomize rest of the cards in the player's hand for(j = 1; j < state->handCount[player] - 1; j++){ state->hand[player][j] = rand() %27; } //randomize cards in the discard pile for(j = 0; j < state->playedCardCount; j++){ state->discard[player][j] = rand() % 27; } //randomize cards in the deck for(j = 0; j < state->deckCount[player]; j++){ state->discard[player][j] = rand() % 27; } //initialize values of players deck counts //save teh details of what the state was before playing the smithy card. //This is used to track my expectations of how the card SHOULD play because the state is going to change as the card is played myHandCount = state->handCount[player]; myDeckCount = state->deckCount[player]; myPlayCount = state->playedCardCount; printf("Starting handCount = %d\n", myHandCount); printf("Starting deckCount = %d\n", myDeckCount); printf("Starting playedCardCount = %d\n", myPlayCount); //play the smithy card smithyCard(player, state, 0); /******************************************************************* * TESTING HAND, DECK, DISCARD AND PLAY *******************************************************************/ //myHandCount should now = original handCount + 3 -1 x = myHandCount + 3 - 1; if(state->handCount[player] == x){ printf("Testing myHandCount: TEST PASSED\n"); } else{ printf("Testing myHandCount: TEST FAILED: expected: %d, actual: %d\n", x, state->handCount[player]); } //myDeckCount should now = original deckCount + 1 x = myDeckCount - 3;//because 3 were taken from my deck and added to my hand if(state->deckCount[player] == x) {//if it is correct printf("Testing myDeckCount: TEST PASSED\n"); } else { printf("Testing myDeckCount: TEST FAILED: expected %d, actual %d\n", x, state->deckCount[player]); } //myPlayCount should now = original playCount + 1 x = myPlayCount + 1; if(state->playedCardCount == x) {//if it is correct printf("Testing myPlayCount: TEST PASSED\n"); } else { printf("Testing myPlayCount: TEST FAILED: expected %d, actual %d\n", x, state->playedCardCount); } } //end of for loop return 0; }