Exemplo n.º 1
0
/* Our main update function - called every time we go through our main loop */
void UpdateFrame(void)
{
  /* our timing information */
  unsigned int fps;
  float dt;

  /* force another redraw, so we are always drawing as much as possible */
  glutPostRedisplay();
	
  /* adjust our timer, which we might use for transforming our objects */
  dt = GetPreviousFrameDeltaInSeconds();
  dt = dt * (float) DistPaths;
  gPacmanTimer += dt;
  gGhostTimer += ghostRate * dt;

  // update ghosts current node when timer goes DistPaths pixels
  if (gGhostTimer > (float) DistPaths) {
    gGhostTimer = 0.;
    updateGhosts();
  }

  // update pacmans current node when timer goes DistPaths pixels
  if (gPacmanTimer > (float) DistPaths) {
    gPacmanTimer = 0.;
    refreshPacman();
  }
  // printf("gan: %d\n", (int) gPacmanTimer);
	
  /* timing information */
  if (ProcessTimer(&fps))
    {
      /* update our frame rate display */
      printf("FPS: %d\n", fps);
    }
}
Exemplo n.º 2
0
Arquivo: jeu.c Projeto: BullPaf/Pacman
/*Fonction du jeu*/
void jouer(Pacman *pac, Fantome *ftm, Input in, config *cfg, int level, score_message **msg_list)
{
	int i;
	SDL_Delay(DELAY);
	set_pac_target(pac); //Cherche l'endroit ou aller pour pacman
	//Fonction de déplacement de pacman
	pac->controllerFonction(in, *cfg, pac->controlled_by, &(pac->position), &(pac->cur_direction), &(pac->nb_keys), &(pac->speed), &(pac->num_image), pac->target);
	for(i=0; i<NB_GHOST; i++)
	{
		set_ftm_target(ftm+i, pac->position);
		ftm[i].controllerFonction(in, *cfg, ftm[i].controlled_by, &(ftm[i].position), &(ftm[i].cur_direction), &(ftm[i].nb_keys), &(ftm[i].speed), &(ftm[i].num_image), ftm[i].target);
	}
	updatePacman(pac);
	updateGhosts(ftm);
	SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 0, 0, 0));
	draw_level();
	draw_pac_infos(pac);
	draw_score(pac->score, level);
	affiche_pacman(pac);
	affiche_fantomes(ftm);
	action(pac, ftm, msg_list);
	display_messages(msg_list);
	SDL_Flip(screen);
}