예제 #1
0
파일: project.c 프로젝트: kdvjap/Snake8515
void handle_game_over(void) {
	cancel_software_timer(foodTimerNum);
	cancel_software_timer(ratsTimerNum);
	splash_screen();	
	show_instruction(GAMEOVER);
	new_game();
}
예제 #2
0
파일: project.c 프로젝트: kdvjap/Snake8515
void new_game(void) {
	char c = 0;
	cancel_software_timer(foodTimerNum);
	cancel_software_timer(ratsTimerNum);
	empty_display();

	//wait for space
	while(c != ' ' && c != 'l' && c != 'L'){
		if(input_available())
			c = fgetc(stdin);

		if(c == 'M' || c == 'm'){
			toggle_sound();
			display_sound_status();
			c = 0;
		}
	}
	
	init_display();
	
	if(c == 'l' || c == 'L'){
		if(load_state())
			render_board();
		else {
			/* Initialise internal representations. */
			init_board();
			init_score();
		}
	}
	else {
		/* Initialise internal representations. */
		init_board();
		init_score();
	}
	clear_terminal();

	//Place scores
	update_score();

	//place sound status
	display_sound_status();

	show_instruction(PLAYING);

	/* Make food blink 5 times a second. We should call blink_food
	** 10 times a second which is 100ms
	*/
	foodTimerNum = execute_function_periodically(BLINKRATE, blink_food);
	ratsTimerNum = execute_function_periodically(RATSPEED, move_rats);

	/* Debug *
	move_cursor(0, TITLEY-1);
	printf_P(PSTR("new_game %u"), get_score());
	wait_for(1000);
	//*/
}
예제 #3
0
파일: project.c 프로젝트: kdvjap/Snake8515
void pause_game() {
	/*
	** status = 0, game is running
	** status = 1, game is paused
	*/
	static uint8_t status = 0;
	char c = 0;

	if(status) {
		move_cursor(28, TITLEY);
		clear_to_end_of_line();
		show_instruction(PLAYING);
		render_board();
		foodTimerNum = execute_function_periodically(BLINKRATE, blink_food);
		ratsTimerNum = execute_function_periodically(RATSPEED, move_rats);
		status = 0;
	}
	else {
		show_instruction(PAUSE);
		cancel_software_timer(foodTimerNum);
		cancel_software_timer(ratsTimerNum);
		empty_display();
		status = 1;

		while(c != 'p' && c != 'P'){
			if(input_available())
				c = fgetc(stdin);

			if(c == 's' || c == 'S'){
				save_state();
				//move_cursor(0, TITLEY);
				//clear_to_end_of_line();
				move_cursor(28, TITLEY);
				printf_P(PSTR("State has been saved."));
				c = 0;
			}

		}
		pause_game();

	}
}
예제 #4
0
파일: project.c 프로젝트: kdvjap/Snake8515
/*
 * main -- Main program.
 */
int main(void) {
	uint8_t chars_into_escape_sequence = 0;
	int8_t moveStatus = 0;

	char c;

	/* Initialise our main clock */
	init_timer();

	/* Initialise serial I/O */
	init_serial_stdio(19200, 0);

	/* Make the display_row() function be called every 2ms.
	** (This function returns a timer number, but we ignore 
	** this since we'll never do anything with it.)
	*/
	execute_function_periodically(2, display_row);

	/* Register the time_increment() function to be called every 500ms.
	** This function just sets a variable (timePassedFlag).
	*/
	mainTimerNum = execute_function_periodically(500, time_increment);

	//4209435
	/* setup AVR to handle sounds*/
	init_sound();

	/*
	** Turn on interrupts (needed for timer and serial input/output to work)
	*/
	sei();
	
	/*
	** Display splash screen 
	*/
	splash_screen();
	show_instruction(NEWGAME);
	
	/*
	** Perform necessary initialisations for a new game.
	*/
	new_game();
		
	/*
	** Event loop - wait for a certain amount of time to pass or wait
	** for a character to arrive from standard input. The time_passed_flag
	** is set within the function time_increment() below - which is setup
	** to be called periodically.
	*/
	for(;;) {
		if(timePassedFlag) {
			moveStatus = move_snake();
			timePassedFlag = 0;
		} else if(input_available()) {
			/* Read the input from our terminal and handle it */
			c = fgetc(stdin);			
			if(chars_into_escape_sequence == 0 && c == '\x1b') {
				/*
				** Received ESCAPE character - we're one character into
				** an escape sequence
				*/
				chars_into_escape_sequence = 1;
			} else if(chars_into_escape_sequence == 1 && c == '[') {
				/* 
				** We're now two characters into an escape sequence
				*/
				chars_into_escape_sequence = 2;
			} else if (chars_into_escape_sequence == 2) {
				/* We're two characters into an escape sequence and
				** have received another - see if it is as expected.
				*/
				if (c == 'C') {
					/* Cursor right key pressed - Set next direction to
					** be moved to RIGHT */
					set_snake_dirn(RIGHT);
				}  
				if (c == 'D') {
					/* Cursor left key pressed - Set next direction to
					** be moved to LEFT */
					set_snake_dirn(LEFT);
				}  
				if (c == 'A') {
					/* Cursor up key pressed - Set next direction to
					** be moved to UP */
					set_snake_dirn(UP);
				}  
				if (c == 'B') {
					/* Cursor down key pressed - Set next direction to
					** be moved to DOWN */
					set_snake_dirn(DOWN);
				}

				/* else, unknown escape sequence */

				/* We're no longer part way through an escape sequence */
				chars_into_escape_sequence = 0; 
			} else if(chars_into_escape_sequence != 0) {
				/*
				** We started an escape sequence but didn't get a character
				** we recognised - discard it and assume that we're not
				** in an escape sequence.
				*/
				chars_into_escape_sequence = 0;
			} else if (c == ' ') {
				/* Space character received - move snake immediately */
				moveStatus = move_snake();
			} else {					
				if(c == 'N' || c == 'n'){	
					show_instruction(NEWGAME);				
					new_game();
				} else if(c == 'P' || c == 'p'){
					moveStatus = 0;
					pause_game();
				} else if(c == 'M' || c == 'm'){
					toggle_sound();
					display_sound_status();
				}
			}
		}

		switch(moveStatus){
			case ATE_FOOD:
				if(sound_status())
					play_sound();
				moveStatus = MOVE_OK;
				break;
		}

		if(moveStatus < 0) {
			/* Move failed - game over */
			handle_game_over();
			moveStatus = 0;
			update_score();
		}
	}
}
예제 #5
0
파일: game_cli.c 프로젝트: norips/projetEPP
int main(int argc, char *argv[])
{
    WINDOW *my_win, *score;
    WINDOW **car;
    game newGame, tmpGame;
    MEVENT event;

    int ch = 0, choosenCar = -1, soluce_move = 0;
    char message[1024];
    bool quit = false;
    bool show_solution = false;
    gameStruct *resultSolv = NULL;
    //INIT
    setup();
    //END INIT
    //Wait for good size
    wait_for_size(MINH, MINW);
    //Instruction
    show_instruction(MINH, MINW);
    while (!quit) {
        quit = false;
        show_solution = false;
        soluce_move = 0;
        strcpy(message, "Playing");
        //Select game
        newGame = select_game();
        //Check for level file
        if (handle_level(&tmpGame)) {
            delete_game(newGame);
            newGame = tmpGame;
            MAXCOL = game_width(newGame);
            MAXROW = game_height(newGame);
            MINH = MAXROW * SIZE + 2;
            MINW = MAXCOL * SIZE;
        }
        car = malloc(sizeof (WINDOW*) * game_nb_pieces(newGame));
        //First draw
        draw_game(newGame, 0, 0, MAXROW, MAXCOL, &my_win, car, &score, choosenCar, message, gameOverRh);
        //Loop while the game is not finished
        while (!game_over(newGame)) {
            //Print on bottom of grid
            mvprintw(MAXROW * SIZE + 1, 0, "Please choose car :");
            ch = getch();
            if (ch == 's' && !show_solution) {
                show_solution = true;
                strcpy(message, "Solution");
                resultSolv = solv(newGame, gameOverRh,true);
                if(!resultSolv){
                    strcpy(message, "No solution");
                    show_solution=false;
                }
            }
            if (show_solution) {
                newGame = play_solution(newGame, resultSolv, soluce_move++);
            } else {
                if (KEY_MOUSE == ch) {
                    /* Mouse event. */
                    if (OK == getmouse(&event)) {
                        choosenCar = get_car_with_mouse(event.y, event.x, car, game_nb_pieces(newGame));
                    }
                } else {
                    if (ch == 'q') {
                        quit = true;
                        break;
                    }
                    play_input(newGame, ch, &choosenCar);
                }
            }
            wait_for_size(MINH, MINW);
            erase_game(newGame, my_win, car, score);
            draw_game(newGame, 0, 0, MAXROW, MAXCOL, &my_win, car, &score, choosenCar, message, gameOverRh);
        }
        if (!quit) {
            display_score(newGame);
        }
        for (int i = 0; i < game_nb_pieces(newGame); i++) {
            destroy_win(car[i]);
        }
        destroy_win(my_win);
        destroy_win(score);
        free(car);
        delete_game(newGame);
        if (resultSolv != NULL) {
            delete_game(resultSolv->current);
            free(resultSolv->move);
            free(resultSolv);
            resultSolv = NULL;
        }
    }
    endwin(); /* End curses mode		  */
    return 0;
}