void Game::initialize(){ init(); game::network::Socket::socket_init(); config.load(folder_path+"config.txt"); window=create_window(); //window->render_on(); draw = new Display::Draw(); draw->register_cur(); UIObj_Creator=new UI::UIObjectCreator(); UIObj_Creator->register_cur(); renderer = new Display::Renderer(draw, window); //render_task = new RenderTask(renderer); input = new Input::Input(window->get_window()); input->register_cur(); game_receiver=new Input::Receiver("Game"); input->push_receiver(game_receiver); controller_system=new ControllerSystem(); controller_system->push(new Input::SelectableControl()); controller_system->push(new Audio::AudioController()); thread_pool = create_thread_pool(); s_loading = new LoadingScene(); s_loading->initialize(draw,input,thread_pool); initialize_game(); }
int main(int argc, char **argv, char **env) { t_tetris game; t_list list; bool files; files = true; initialize_struct(&game); initialize_value(&game, argv[0], env); if (argc > 1) options(&game, argc, argv); init_list(&list); files = (!(initialize_files(&list, &game))) ? false : true; if (game.debug == true) mode_debug(&game, list); game.list = list; if (files == true) { if ((game.scene->rows + 2 > (tgetnum("lines"))) || (game.scene->colums + 43 > (tgetnum("cols")))) my_puterr("Terminal too small\n"); else if ((check_one_valid(&list)) == 1) initialize_game(&game); } my_free(&game, &list); endwin(); return (0); }
/* MAIN FUNCTION */ int main(){ initialize_game(); load_images(); play_menu_sound(); set_initial_values(); welcome_screen(); return 0; }END_OF_MAIN()
static void run_game() { game_data game; initialize_game(&game, wsi::milliseconds()); running = true; for (;;) { wsi::update(&screen); bool rendering = wsi::should_render(); int64_t millisecond_clock_now = wsi::milliseconds(); unsigned ticks_elapsed = 0; float fractional_ticks = 0; calc_game_elapsed_time(&game, &ticks_elapsed, &fractional_ticks, millisecond_clock_now); game_command action = { 0 }; process_inputs(&action); if (!running) break; update_game(&game, ticks_elapsed, &action, millisecond_clock_now); update_fps(); if (action.toggle_pause) { pause_eviz_dx12(game.paused); } if (rendering) { float dpi = (float)screen.dpi.cx; float x_dips = screen.dimensions.cx * 96.0f / dpi; float y_dips = screen.dimensions.cy * 96.0f / dpi; set_swapchain_options_dx12(&wsi::screen_window, NULL, x_dips, y_dips, dpi, &swapchain_opts); rebuild_hud_string(&game); dx12_render_stats stats; render_game_dx12(hud_string, &game, fractional_ticks, screen.prefs.vsync, &stats); if (stats.latency) { const float alpha = 0.1f; frame_latency = (1-alpha)*frame_latency + alpha*stats.latency; frame_latency_stddev = stats.stddev_jitter; frame_latency_minmaxd = stats.minmax_jitter; current_frametime_cpu = (1 - alpha)*current_frametime_cpu + alpha*stats.cpu_frame_time; current_frametime_gpu = (1 - alpha)*current_frametime_gpu + alpha*stats.gpu_frame_time; } } //wsi::limit_fps(max_fps); } }
void Game::run() { /* Why not just have the game loop in here? * Because I want to put some code in this * like.. FPS limiters and things. :< */ initialize_game(); while(window.isOpen()) { game_loop(); } }
/******************************************************************************* * ENTRY POINT ******************************************************************************/ int main( int argc, char** argv ) { /* Initialize GLUT */ initialize_GLUT( &argc, argv ); /* Initialize game modules */ initialize_game(); /* Start event processing */ glutMainLoop(); return 0; }
int test_initialize_game() { Game *gamep; int ret, t_ret; if ((ret = initialize_game(&gamep)) != 0) { printf("INIT_GAME INITIALIZATION fails\n"); printf(" expected 0 got %d\n", ret); return ret; } if ((t_ret = COUNT_PIECES(gamep->board)) != 0) { printf("INIT_GAME EMPTY BOARD fails\n"); printf(" expected 0 got %d\n", t_ret); ret = ret == 0 ? t_ret : ret; } if ((t_ret = COUNT_PIECES(gamep->remaining)) != NPIECES) { printf("INIT_GAME ALL PIECES fails\n"); printf(" expected %d got %d\n", NPIECES, t_ret); ret = ret == 0 ? t_ret : ret; } return ret; }
int main(int argc, char *argv[]) { // An array of 4 players, may need to be a pointer if you want it set dynamically player players[NUM_PLAYERS]; // Input buffer and and commands //char buffer[BUFFER_LEN] = { 0 }; // Display the game introduction and initialize the questions initialize_game(); // Prompt for players names printf("This is Jeopardy \n"); // initialize each of the players in the array for(int i = 0; i < 4; i++) { players[i].score = 0; printf("Enter player name: "); scanf("%s", (char *) &players[i].name); } // Perform an infinite loop getting command input from users until game ends //while (fgets(buffer, BUFFER_LEN, stdin) != NULL) while(!answered_status()) { system("clear"); char selected_player[MAX_LEN] = ""; char selected_category[MAX_LEN] = ""; int selected_val = 0; do { if(strcmp(selected_player, "") != 0) printf("The player %s was not found", selected_player); printf("Enter first player's name: "); scanf("%s", (char *) &selected_player); } while(!player_exists(players, 4, selected_player)); do { if(selected_val != 0) printf("Invalid selection"); printf("Enter category: "); getchar(); fgets((char *) selected_category, MAX_LEN, stdin); strtok(selected_category, "\n"); printf("Enter: "); scanf("%d", (int *) &selected_val); } while(already_answered(selected_category, selected_val)); system("clear"); display_question(selected_category, selected_val); char *answer[MAX_LEN] = {0}; getchar(); fgets((char *) answer, MAX_LEN, stdin); char *tokenize_answer; tokenize((char *) answer, &tokenize_answer); if(tokenize_answer == NULL) printf("Try again"); else if(valid_answer(selected_category, selected_val, tokenize_answer)) { printf("Correct Answer!"); printf("%s gains %d points \n", selected_player, selected_val); update_score(players, 4, selected_player, selected_val); } else { printf("Wrong Answer!"); int num = get_question_number(selected_category, selected_val); printf("Correct answer was: %s", questions[num].answer); } track_answered(selected_category, selected_val); // Call functansions from the questions and players source files // Execute the game until all questions are answered // Display the final results and exit } show_results(players, 4); getchar(); return EXIT_SUCCESS; }
int main(void) { initialize_game(); }
int main(int argc, char *argv[]) { srand(time(NULL)); // An array of 4 players, may need to be a pointer if you want it set dynamically player players[4]; // Input buffer and and commands char buffer[BUFFER_LEN] = { 0 }; // Display the game introduction and prompt for players namesc printf("Welcome to Jeopardy: CSCI-3020 Edition! \n \n"); // initialize each of the players in the array for (int i = 0; i < 4; i++){ printf("Enter the name of player %d. \n", i); scanf("%s", players[i].name); printf("\n"); players[i].score = 0; } initialize_game(); int *turnOrder = (int*)malloc(4*sizeof(int)); generateTurnOrder(turnOrder); printf("Turn Order: \n"); printf("--------------- \n"); for (int i = 0; i <= 3; i++){ printf("%d \n", turnOrder[i]); } printf("---------------\n"); player selectedPlayer; char *category = (char*)calloc(256,sizeof(char)); int value; // Perform an infinite loop getting command input from users until game ends while (fgets(buffer, BUFFER_LEN, stdin) != NULL) { for(int i = 0; i < 4; i++){ selectedPlayer = players[turnOrder[i] - 1]; printf("%s's turn. \n", selectedPlayer.name); display_categories(); printf("\nSelect a category: \n"); scanf("%s", category); printf("\nSelect a value: \n"); scanf("%d", &value); display_question(category, value); } // Call functions from the questions and players source files // Execute the game until all questions are answered // Display the final results and exit } free(turnOrder); return EXIT_SUCCESS; }
void initialize_games() { initialize_game(); }