// entry point of the program int main( int arc, char* argv[] ) { // First we need to create our Game Framework Initialise(SCREEN_X, SCREEN_Y, false,"Shoot em up" ); initGame(); initMenu(); initBoss(); initGameOver(); gameProcess = &menuState; do { frameCounter++; if(frameCounter > 5000) frameCounter = 0; gameProcess(); // function pointer to run game } while ( FrameworkUpdate() == false ); // clean up memory destroyGame(); destroyMenu(); destroyBoss(); destroyGameOver(); Shutdown(); return 0; }
int main(int argc ,char **argv){ SDL_Init(SDL_INIT_VIDEO); Window *frame = createWindow(SCREEN_WIDTH,SCREEN_HEIGHT,"Snakeing!"); Game *game = createGame(frame); SDL_Event event; int flag = 1 ; while (flag){ if ( !displayGame(game) ) { flag=0; break; } SDL_PollEvent(&event); SDL_Delay(80); if (event.type == SDL_QUIT){ flag = 0; break; } else if (event.type == SDL_KEYDOWN) { handleEvent(game,event); } } printf("Your Score is : %i\n",getGameScore(game)); destroyGame(game); game = NULL; destroyWindow(frame); frame = NULL; SDL_Quit(); return 0; }
int main( int argc, char* argv[] ) { //Create the game framework Initialise(SCREEN_X, SCREEN_Y, false); initGame(); do { g_iFrameCounter++; if(g_iFrameCounter > 5000) { g_iFrameCounter = 0; } ClearScreen(); updateGame(); drawGame(); if( checkExit() ) { break; } } while( FrameworkUpdate() == false ); destroyGame(); Shutdown(); return 0; }
/** * \fn int main(int argc, char* argv[]) * \brief Main function. * \param[in] argc Number of argument passed to the program. * \param[in] argv Arguments passed to the program. */ int main(int argc, char* argv[]) { unsigned int frameLimit; /*Create the Game structure*/ Game* game = createGame(); frameLimit = SDL_GetTicks()+16; /* initializes SDL */ initGame("MyLittleProject",game); /* initializes player */ initializePlayer(game->player); /* loads resources */ loadGame(game); /* Main loop */ while(game->go == 1) { /* reads input from keyboard */ getInput(game->input, game); /* checks if menu is used */ if(game->onMenu == 0) { /* updates game */ updatePlayer(game->player,game); updateObject(game); /* displays everything */ draw(game); } else { switch(game->menuType) { case START : updateStartMenu(game->input,game); drawStartMenu(game); // ya un bug ici ! break; case SELECT_LEVEL : updateSelectLevelMenu(game->input,game); drawSelectLevelMenu(game); } } /*set the framerate at 60 FPS*/ delay(frameLimit); frameLimit = SDL_GetTicks()+16; } /*free everything*/ destroyGame(game); return EXIT_SUCCESS; }
MainForm::MainForm(QWidget *p, Qt::WindowFlags f) : QMainWindow(p, f) { ui.setupUi(this); boardgame = new MainWidget(this); setCentralWidget(boardgame); connect(ui.actionQuickGame, SIGNAL(triggered()), this, SLOT(quickGame())); connect(ui.actionQuit, SIGNAL(triggered()), this, SLOT(destroyGame())); connect(ui.actionLoadGame, SIGNAL(triggered()), this, SLOT(test())); connect(ui.actionSaveGame, SIGNAL(triggered()), this, SLOT(test2())); }
//************************************ // Method: play - main function for game handles entire game play until user exits // FullName: Game::play // Access: public // Returns: void // Qualifier: //************************************ void Game::play() { char userInput='c'; while (!m_endGame && userInput=='c')//user asks to continue playing and game isnt over { //set current players order to reflect on UI UIs::UI::setPlayers(getPlayerAt(0),getPlayerAt(1),getPlayerAt(2),getPlayerAt(3)); newRound();//play a game round if (m_endGame) { UIs::UI::displayMessage("Game over!! enter e to exit or n for new game"); } else { UIs::UI::displayMessage("enter e to exit,c to continue or n for new game"); } userInput=UIs::UI::getUserGameInput(); while((userInput=='c'&& m_endGame )||(userInput!='e' && userInput!='c' && userInput!='n'))//input isn't valid { UIs::UI::clearInputLine(); if (m_endGame) { UIs::UI::displayErrorMessage("ERROR:the input you entered is invalid: use n or e only!"); } else { UIs::UI::displayErrorMessage("ERROR:the input you entered is invalid: use c n or e only!"); } userInput=UIs::UI::getUserGameInput(); } UIs::UI::clearConsole(); if (userInput=='n')//new game { UIs::UI::plotGoodbyeScreen(m_numberOfRounds,returnNameOfWinningPlayer());//summery destroyGame(); //Clear game settings initGame(); //initialize new game from user decisions play(); //Start anew } else if (userInput =='e')//exit { UIs::UI::plotGoodbyeScreen(m_numberOfRounds,returnNameOfWinningPlayer()); m_endGame=true;//ask to end game } else // must be c { UIs::UI::setPlayers(getPlayerAt(0),getPlayerAt(1),getPlayerAt(2),getPlayerAt(3));//new order- winner starts } }//end main while }
void cleanup(void) { SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Cleaning up ..."); SDL_DestroyRenderer(app.renderer); SDL_DestroyWindow(app.window); destroyLookups(); destroyTextures(); expireTexts(1); destroyFonts(); destroySounds(); destroyGame(); destroyFighterDefs(); destroyCapitalShipDefs(); destroyBulletDefs(); destroyItemDefs(); destroyStarSystems(); destroyBattle(); destroyGalacticMap(); destroyWidgets(); destroyResources(); destroyCredits(); SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Done"); TTF_Quit(); SDL_Quit(); }
void MainWindow::onTabCloseRequested(int index) { const TabData& tab = m_tabs.at(index); if (tab.game == nullptr) { delete tab.pgn; removeGame(index); if (m_tabs.isEmpty()) close(); return; } if (tab.game->isFinished()) destroyGame(tab.game); else { connect(tab.game, SIGNAL(finished(ChessGame*)), this, SLOT(destroyGame(ChessGame*))); QMetaObject::invokeMethod(tab.game, "stop", Qt::QueuedConnection); } }
int main(int argc, char* argv[]) { sSdlWrapper* wrap = initializeSDLWrapper("Snake", 800, 600, 32, 1, 1); game* gameEngine = initGame(wrap, 32, 24); int Selection = 0; sTextGFX* startUnsel = createText(wrap, "Start Game", 0xFFFFFFFF); sTextGFX* startSel = createText(wrap, "Start Game", 0xFFFFF000); sTextGFX* exitUnsel = createText(wrap, "Exit Game" , 0xFFFFFFFF); sTextGFX* exitSel = createText(wrap, "Exit Game" , 0xFFFFF000); sLinkedList* titleList = 0; FILE* titleFile = fopen("snake.pic", "r"); listInitialize(&titleList, sizeofPoint(), NULL); for(int x = 0; x < 32; x++) for(int y = 0; y < 24; y++) if(x == 0 || x == (31) || y == 0 || y == (23)) { point* toAdd = createPoint(x,y); listPushFront(titleList, (void*)toAdd); free(toAdd); } while(isRunning(wrap)) { beginFrame(wrap); if(State == -1) { readTitleFile(titleList, titleFile); renderList(titleList, wrap); } else if(State == 1) tick(gameEngine); else { if(Selection == 0) { renderText(wrap, startSel, 400, 300); renderText(wrap, exitUnsel, 400, 325); } else { renderText(wrap, startUnsel, 400, 300); renderText(wrap, exitSel, 400, 325); } if(keyDown(wrap, SDLK_DOWN)) Selection = 1; if(keyDown(wrap,SDLK_UP)) Selection = 0; if(keyDown(wrap, SDLK_RETURN)) { if(Selection == 0) { State = 1; setupGame(gameEngine); } else toggleRunning(wrap); } renderList(titleList, wrap); } if(keyPressed(wrap, SDLK_ESCAPE)) toggleRunning(wrap); endFrame(wrap); } listClear(titleList); free(titleList); destroyText(startUnsel); destroyText(startSel); destroyText(exitUnsel); destroyText(exitSel); deinitializeWrapper(wrap); destroyGame(gameEngine); free(wrap); return 0; }