void ram(void) { lcdClear(); lcdPrintln(""); lcdPrintln(""); lcdPrintln(" BRICKS"); lcdPrintln(""); lcdPrintln(""); lcdPrintln(""); lcdPrintln(" by briks"); lcdDisplay(); delayms(1000); int pause = PAUSE_INITIAL; for (int i = 1; true; i++) { lcdClear(); lcdPrintln(""); lcdPrintln(""); lcdPrintln(""); lcdPrintln(" Level"); lcdPrintln(""); lcdPrint(" "); lcdPrintln(IntToStr(i, 2, 0)); lcdDisplay(); delayms(1000); if (playLevel(i % LEVELS, pause) == 0) { return; } pause = pause - (pause / 4); // shorten pause (increases speed) } }
//loads the next level void Game::loadNextLevel() { level++; map.loadNext(); mapData = map.getMapData(); initializeAllowableArea(); setHorizontalPadding(); playLevel(); }
//starts the game void Game::start() { playing = true; quit = false; playLevel(); }
/** Main function **/ int main(int argc, char* args[]) { // // Initialize program // Init SDL SDL_Init(SDL_INIT_EVERYTHING); // Open window gbl::S_screen = SDL_SetVideoMode((int)cnst::WINDOW_WIDTH,(int)cnst::WINDOW_HEIGHT,32,SDL_SWSURFACE); // Set caption SDL_WM_SetCaption(cnst::WINDOW_CAPTION.c_str(), NULL); // Initialize fps regulator fpsCalc::GetInstance()->Init((double)cnst::TARGET_FPS); // // Load resources // Graphics res::S_title = imageLoad("resources/graphics/title.png"); res::S_message = imageLoad("resources/graphics/message.png"); // Sounds // // // Initialize game // Set state to title screen gbl::state = 2; // Initialize title screen scr_title_start(); // // Main loop while(gbl::loop) { /*Events*/ keystates = SDL_GetKeyState(NULL); while(SDL_PollEvent(&event)) { if(event.type == SDL_QUIT) gbl::loop = false; // event if(event.type == SDL_KEYDOWN) { switch(event.key.keysym.sym) { case SDLK_SPACE: gbl::spacePressed = true; break; } } } // keystates doKeys(); switch(gbl::state) { case 2: // title scr_title_step(); scr_title_render_graphics(); if(gbl::state == 3) scr_lvl_start(); break; case 3: // level select scr_lvl_step(); scr_lvl_render_graphics(); if(gbl::state == 4) playLevel("resources/levels/lvl_01.pkm"); break; case 4: // play //scr_title_step(); //scr_title_render_graphics(); break; }//switch }//while // // Shutdown // SDL SDL_Quit(); // Free images imageFree(res::S_title); imageFree(res::S_message); // Bye return 0; }