Пример #1
0
void test_display_played_board() {
  Board* board = draw_board();
  char expected[] = "X O X O X O O X O ";
  show_board(board);
  destroy_board(board);
  assert(strstr(writer_log, expected));
}
Пример #2
0
/* DRAWING BOARD */
void draw_board_and_runners() {
	draw_board();

	for (int i = 0; i < NUMBER_OF_RUNERS; i++) {
		if (runners[i] -> tree_root != NULL) draw_runner(runners[i]);
	}
}
Пример #3
0
static void	draw_stuff(t_game *game)
{
	draw_board(game);
	draw_blocks(game);
	draw_ball(game);
	draw_score(game->score, 1.8f, -1.6f);
	draw_score(game->life, 0.2f, -1.6f);
}
Пример #4
0
Файл: t1.c Проект: piotrm0/progs
GLvoid draw_static_board(GLvoid) {
  //  printf("drawing static board\n");
  glTranslatef(0.0f, 0.0f, -21.0f);
  glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
  //  glScalef(0.1f, 0.1f, 0.1f);
  //  glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
  draw_board(origin, 0);
}
Пример #5
0
/*F***********************************************************
 * display(void)
 * 
 * PURPOSE : Our glutDisplayFunc, it draws the borders of the board
 *           and it draws the values inside of the board to the screen
 *
 * RETURN :  void
 *
 * NOTES :   
 *F*/
void display(void) {

  draw_board();
  draw_numbers();
  
  glutPostRedisplay();
  return;
}
Пример #6
0
void portal_travel()
{
  int start_y;
  int start_x;
  int y;
  int x;
//  int target_x;
//  int target_y;

  start_y = player->y / FLOOR_H;
  start_x = player->x / CELL_TO_TILES;

  player->y--;
  draw_board();
  lpause();

  player->y--;
  draw_board();
  lpause();

  for (y = 0; y < MAX_FLOORS; y++)
  {
    for (x = 0; x < CELLS_W; x++)
    {
      if (get_cell(y, x) == CELL_PORTAL && x != start_x && y != start_y)
      {
	player->x = x * CELL_TO_TILES + 4;
	player->y = y * FLOOR_H + FLOOR_Y - 3;
	view_y = y * FLOOR_H;
	recenter(false);
      }
    }
  }

  draw_board();
  lpause();

  player->y++;
  draw_board();
  lpause();

  player->y++;
  draw_board();

  return;
}
Пример #7
0
void player_release_layers(PLAYER *player)
{
    char *source, *target;
    int  mask;
    int  capacity = BoardDepth * BoardWidth;
    int  source_count, released_count;
    const static int release_bonus[4] =
    { 100, 300, 600, 1000};


    source_count = BoardHeight;
    released_count = 0;

    source = target = player->board;
    mask = player->released_details;

    while(--source_count >= 0)
    {
        if (mask & 1)
            released_count++;
        else
        {   if (target != source)
                memmove(target, source, capacity);


            target += capacity;
        }

        mask >>= 1, source += capacity;
    }


    source_count = released_count;

    while(--source_count >= 0)
    {   memset(target, '\0', capacity);
        target += capacity;
    }


    player->tile_code = 0;
    memset(player->tile_pos, '\0', sizeof(short)*Dimension);
    memset(player->tile_size, '\0', sizeof(short)*Dimension);

    player->layers += released_count;
    player->released_details = released_count;

    if (released_count)
    {   if(player->type == 0) player->status |= PLST_DELAY;
        draw_board(PT_FOREGROUND, player, 0);
        player->status &= ~PLST_DELAY;
    }

    /*    player->score += released_count * 100; */
    player->score += release_bonus[released_count-1];
    update_score(PT_FOREGROUND, player->score, player->layers);

}
Пример #8
0
void
draw_game(Game* game, GdkPixmap* pixmap) {
	draw_board(game->board, pixmap);
	int i = 0;
	for(i = 0; i < 32 ; i ++) {
		if(game->man[i] != NULL)
			draw_chessman(game->man[i], pixmap);
	}
}
Пример #9
0
void test_handles_draw() {
  Board* board = draw_board();
  Player* p1 = create_player('X', &fake_move);
  Player* p2 = create_player('O', &fake_move);
  start_game(board, p1, p2);
  destroy_board(board);
  destroy_player(p1);
  destroy_player(p2);
  assert(strstr(writer_log, "Draw"));
}
Пример #10
0
void		OPENGL_Nib::updateDraw(const Snake & s, const Fruit & f,
				       const std::pair<int, int>& map)
{
  glClear(GL_COLOR_BUFFER_BIT);
  draw_board(map);
  drawFruit(f);
  drawSnake(s);
  glFlush();
  SDL_GL_SwapBuffers();
}
Пример #11
0
int main()
{
    draw_board();
    while(1)
    {
        play1();
        play2();
    }
    return 0;
}
Пример #12
0
int main(int argc, char *argv[])
{
	int success = 0;
	int iterations = 0;

	sranddev();

	init_board(' ');
	draw_board();

	while (!success) {
		iterations++;
		success = place_five();
	}
	
	printf("\n\niterations = %d\n", iterations);
	draw_board();

	return 0;
}
Пример #13
0
Файл: t1.c Проект: piotrm0/progs
GLvoid draw_scene(GLvoid) {
  //  printf("drawing scene\n");

  glTranslatef(0.0f, 0.0f, -20.0f);

  //  glRotatef(rot_x+30, 1.0f, 0.0f, 0.0f);
  glRotatef(rot_x+90, 1.0f, 0.0f, 0.0f);
  glRotatef(rot_y, 0.0f, 1.0f, 0.0f);
  glRotatef(rot_z, 0.0f, 0.0f, 1.0f);

  glScalef(zoom, zoom, zoom);

  glRotatef(rot, 0.0f, 1.0f, 0.0f);

  //  draw_table();
  //  glCallList(DRAW_LIST_TABLE);

  draw_board(origin, DRAW_BOARD_FULL);
  draw_board(origin, 0);
}
Пример #14
0
void Goban2D::draw()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(-1.0, -1.0, 0.0);

    //draw_border();
    draw_board();
    draw_text();
}
Пример #15
0
int main(int argc, char** argv){
    int i;
    int j;
    int* score = (int*) malloc(sizeof(int));
    if (SDL_Init(SDL_INIT_EVERYTHING) == -1){
        printf("SDL_Init: %s\n", SDL_GetError());
        return 1;
    }
    // Unicode support for hiscore table
    SDL_EnableUNICODE(1);
    if(TTF_Init()==-1) {
        printf("TTF_Init: %s\n", TTF_GetError());
        return 1;
    }
    SDL_Surface* screen = SDL_SetVideoMode(608, 640, 32, SDL_SWSURFACE);
    SDL_WM_SetCaption("martet", "martet");
    SDL_Surface* board = create_surface(320, 640);
    SDL_Surface* border = load_image("../data/tetborder.png");
    draw_surface(321, 0, border, screen, NULL);
    draw_text(390, 35, screen, "Next tetromino:", 255, 255, 255);
    draw_text(330, 200, screen, "Score: ", 255, 255, 255);
    // create menu
    struct Menu* menu = menu_create();
    menu_addelement(menu, "Start Game");
    menu_addelement(menu, "Quit");
    menu->active_element = &menu->elements[0];
    menu->active_element->active = 1;
    bool running = true;
    while (running){
        if (menu_martet(screen, board, menu, score) == KEYEVENT_EXIT)
            break;
        // fill the board with blocks on game over
        for (i = 0; i < BOARD_HEIGHT; i++) {
            char* line = get_board_line(i);
            for (j = 0; j < BOARD_WIDTH; j++) {
                line[j] = rand() % 7 + '0';
            }
            draw_board(board);
            draw_surface(0, 0, board, screen, NULL);
            SDL_Flip(screen);
            SDL_Delay(50);
        }
        manage_hiscores(screen, board, score);
        board_delete();
    }
    menu_destroy(menu);
    SDL_FreeSurface(border);
    SDL_FreeSurface(board);
    free(score);
    SDL_Quit();
    return 0;
}
Пример #16
0
/**
 * TBD
 * 
 * @param widget TBD
 * @param event TBD
 * @return TBD
 */
gint main_wnd_expose( GtkWidget * widget, GdkEventExpose * event ) {
    static int first = TRUE;

    if ( first ) {
        expose_init(  );
        first = FALSE;
    }

    compute_size_elements_board(  );
    draw_board( widget->window );

    return FALSE;
}                               // main_wnd_expose
/* Clear the board and history for a new game */
void new_game(unsigned int size)
{
        tree_view_clear(1);
        clear_history(0);
        set_board_size(size);
        board = NULL;
        go_to_move(0);
        board->moves_left = start_q;
        board->turn = PIECE_BLACK;
        draw_board();
        stop_ai();
        setup_move();
}
Пример #18
0
int board_accept_new_tile(PLAYER *player, short tile_code,
                          const short tile_pos[], const short tile_size[])
{
    char *board;

    
    if (player->status & PLST_FINISHED) return 0;
    
    player->status &= ~PLST_DROPPED;
    player->status |= PLST_NEWTILE;
    
    player->released_details = 0;
    player->bonus = (player->options & PLOP_SHOWNEXT) ? 15 : 20;

    board = player->board;

    if (!check_tile_insert(board, tile_pos, tile_size))
    {   player->status |= PLST_FINISHED;
        draw_board(PT_FOREGROUND, player, 0);
        return 0;
    }	    

    memcpy(player->tile_pos, tile_pos, sizeof(short)*Dimension);
    memcpy(player->tile_size, tile_size, sizeof(short)*Dimension);
    player->tile_code = tile_code;


    tile_insert(board, tile_pos, tile_size, tile_code);
    player->status |= PLST_CHANGED;

    if (player->options & PLOP_SHOWNEXT)
	        show_next(PT_FOREGROUND, player);

    update_bonus(PT_FOREGROUND, player->bonus);    
    draw_board(PT_FOREGROUND, player, 0);
    
    return 1;
}
Пример #19
0
void test_gets_valid_move() {
  Board* board = draw_board();
  unset_move(board, 1);
  Player* p1 = create_player('X', &incrementing_move);
  Player* p2 = create_player('O', &fake_move);
  start_game(board, p1, p2);
  destroy_board(board);
  destroy_player(p1);
  destroy_player(p2);
  current_move = 0;
  assert(strstr(writer_log, "Player 1's turn"));
  assert(strstr(writer_log, "Invalid move"));
  assert(strstr(writer_log, "X wins!"));
}
Пример #20
0
void test_handles_win() {
  Board* board = draw_board();
  unset_move(board, 0);
  Player* p1 = create_player('O', &fake_move);
  Player* p2 = create_player('X', &fake_move);
  start_game(board, p1, p2);
  destroy_board(board);
  destroy_player(p1);
  destroy_player(p2);
  assert(strstr(writer_log, "1 O X O X O O X O"));
  assert(strstr(writer_log, "Player 1's turn"));
  assert(strstr(writer_log, "O O X O X O O X O"));
  assert(strstr(writer_log, "O wins!"));
}
Пример #21
0
void test_switches_turns() {
  Board* board = draw_board();
  unset_move(board, 0);
  unset_move(board, 1);
  Player* p1 = create_player('X', &incrementing_move);
  Player* p2 = create_player('O', &incrementing_move);
  start_game(board, p1, p2);
  destroy_board(board);
  destroy_player(p1);
  destroy_player(p2);
  current_move = 0;
  assert(strstr(writer_log, "Player 1's turn"));
  assert(strstr(writer_log, "Player 2's turn"));
  assert(strstr(writer_log, "Draw"));
}
Пример #22
0
void show_bord_player()
{
     draw_board();
    for (int j=0;j<=4 ;j++)
    {
     for (int k=0 ;k<=4;k++)    
     {
         if (location[j][k]==1)
            draw_tiger(j,k);
         else if(location[j][k]==2)
            draw_goat(j,k);              
     }
    }

    blit(buffer,screen,0,0,0,0,640,480);
}
static void tourney_dialog_stop(GtkWidget *button)
{
        int total = tourney_wins[PIECE_BLACK] + tourney_wins[PIECE_WHITE] +
                    tourney_wins[PIECE_NONE];

        gtk_widget_hide(tourney_halt);
        gtk_widget_show(tourney_exec);
        tournament = 0;
        if (tourney_wins[PIECE_BLACK] > tourney_wins[PIECE_WHITE])
                window_status(va("Black won tournament (%d%% of games won)",
                                 tourney_wins[PIECE_BLACK] * 100 / total));
        else if (tourney_wins[PIECE_WHITE] > tourney_wins[PIECE_BLACK])
                window_status(va("White won tournament (%d%% of games won)",
                                 tourney_wins[PIECE_WHITE] * 100 / total));
        else
                window_status("Tournament was a draw");
        draw_board();
}
Пример #24
0
void start_game()
{
	// p==1 then X   p==0  then  O
	check_draw();
	move_to(getPossibleWinningPos());
	draw_board();

	if (isWinning(comp))
	{
		gotoxy(30, 20);
		SetConsoleTextAttribute(h, FOREGROUND_BLUE);
		printf("Computer wins\n");
		SetConsoleTextAttribute(h, 7); //7 - WHITE
		_getch();
		menu();
	}
	else
		player_turn();
}
Пример #25
0
Файл: draw.c Проект: yumm007/C
void init_board(void) {
	int i, j;
	startx = 50, starty = 50, endx=xres() - 50, endy = yres() - 50, scope = 0;
	maxn = (xres() - 500) / D, maxm = (yres() - 150) / D;
	if (maxn >= MAXWIDTH)
		maxn = MAXWIDTH - 1;
	if (maxm >= MAXHEIGHT)
		maxm = MAXHEIGHT - 1;
	
	//init board to zero
	for (i = 0; i<= maxn; i++)
		for (j = 0; j<= maxm; j++)
			board[j][i] = 0;

	printf("\033[?25l"); //隐藏光标
	system("clear");
	background_pic("background.bmp");
	draw_board();
	printlet((maxn + 2) * D + 50, 2 * D + 100, "NEXT");
	print_scope(0);
}
Пример #26
0
JS_EXPORT_API
void dominantcolor_draw1(JSValueRef canvas, const char* path, double size, JSData* data)
{
    if (_mask && _board) {
        cairo_t* cr =  fetch_cairo_from_html_canvas(data->ctx, canvas);
        GdkPixbuf* pixbuf = gdk_pixbuf_new_from_file_at_size(path, size, size, NULL);
        if (pixbuf) {
            double r, g, b;
            calc_dominant_color_by_path(path, &r, &g, &b, clamp1);

            cairo_save(cr);
            cairo_scale(cr, _board_scale, _board_scale);
            draw_board(cr, _board, _mask, r, g, b);
            cairo_restore(cr);

            gdk_cairo_set_source_pixbuf(cr,  pixbuf, 4, 4);
            cairo_paint(cr);
            g_object_unref(pixbuf);
        }
        canvas_custom_draw_did(cr, NULL);
    }
}
Пример #27
0
/* Loop through 9 turns or until somebody wins. */
void play_game(void)
{
  int turn;

  for (turn = 1; turn <= 9; turn++)
    {
      /* Check if turn is even or odd to determine which player should move. */
      if (turn % 2 == 1)
	{
	  if (computer == 'X')
	    computer_move();
	  else
	    player_move();
	}
      else
	{
	  if (computer == 'O')
	    computer_move();
	  else
	    player_move();
	}

      draw_board();

      if (symbol_won(computer)) {
	printf("\nI WIN!!!\n\n");
	return;
      }
      else if (symbol_won(user)) {
	printf("\nCongratulations, you win!\n\n");
	return;
      }
    }

  printf("\nThe game is a draw.\n\n");
  return;
}
Пример #28
0
/* This is the entry-point for the game! */
void c_start(void) {
    /* TODO:  You will need to initialize various subsystems here.  This
     *        would include the interrupt handling mechanism, and the various
     *        systems that use interrupts.  Once this is done, you can call
     *        enable_interrupts() to start interrupt handling, and go on to
     *        do whatever else you decide to do!
     */

    seed_rand_with_time();
    init_interrupts();
    init_keyboard();
    init_timer();
    enable_interrupts();

    int board[BOARD_SIZE][BOARD_SIZE] = { };
    animation_descriptor descriptor = { };
    initialize(board);
    int high_score = current_score(board);
    init_video(high_score);
    draw_board(board);
    
    /* Loop forever, so that we don't fall back into the bootloader code. */
    while (1) {
        if (!isemptyqueue()) {
            key k = dequeue();
            if (k == enter_key) {
                for (int *b = *board; b < *board + BOARD_SIZE * BOARD_SIZE; b++) *b = 0;
                initialize(board);
                init_video(high_score);
                draw_board(board);
                continue;
            } else {
                shift_direction direction = key_to_direction(k);

                // Setup animation
                copy_board(board, descriptor.board);
                descriptor.direction = direction;

                // Only add a box if the pieces actually move
                if (shift(board, direction, descriptor.offsets)) {
                    add_random_box(board);
                    int score = current_score(board);
                    if (score > high_score) high_score = score;
                    init_video(high_score);
                }
            }
            
            int num_frames = frame_count(descriptor.direction);
            int incr = get_axis(descriptor.direction) == horizontal_axis ? 12 : 2;
            int frame = 0;
            while (frame <= num_frames) {
                draw_board_frame(descriptor, frame);
                sleep(30);

                if (frame == num_frames) break;
                else frame = min(frame + incr, num_frames);
            }
            draw_board(board);
            
            if (!move_available(board)) {
                draw_failure_message();
            }
        }
    }
}
Пример #29
0
void board_action(int player_no, ACTION action)
{
    PLAYER   *player = players[player_no];

    player->status &= ~PLST_NEWTILE;

    switch(action)
    {
		case ACT_BACKRIGHT:
		    if (!board_shift_wd(player, 1, -1) &&
		        !board_shift_wd(player, 1, 0))
		         board_shift_wd(player, 0, -1);
		    break;

		case ACT_BACK:
		    board_shift_wd (player, 0, -1);
	    	break;

		case ACT_BACKLEFT:
		    if (!board_shift_wd (player, -1, -1) &&
		        !board_shift_wd(player, -1, 0))
		         board_shift_wd(player, 0, -1);
				
		    break;

		case ACT_LEFT:
		    board_shift_wd (player, -1, 0);
	    	break;

		case ACT_RIGHT:
		    board_shift_wd(player, 1, 0);
		    break;
    
		case ACT_FRONTLEFT:
		    if (!board_shift_wd (player, -1, 1) &&
                !board_shift_wd(player, -1, 0))
		         board_shift_wd(player, 0, 1);
		    break;
    
		case ACT_FRONT:
		    board_shift_wd (player, 0, 1);
	    	break;
    
		case ACT_FRONTRIGHT:
	    	   if(!board_shift_wd (player, 1, 1) &&
		          !board_shift_wd(player, 1, 0))
		           board_shift_wd(player, 0, 1);
		   break;
        
		case ACT_DOWN:
		    board_shift_h (player);
		    break;
	    
		case ACT_TURNFWD:
		    board_turn (player, 1);
		    break;

		case ACT_TURNBACK:
		    board_turn (player, -1);
		    break;

		case ACT_ROTATEFWD:
		    board_rotate (player, 1);
		    break;

		case ACT_ROTATEBACK:
		    board_rotate (player, -1);
		    break;

		case ACT_DROP:
		case ACT_BACKTAB:
		    board_drop (player);
	    	break;
    
		case ACT_QUIT:
		    player->status |= PLST_FINISHED;
				player->status |= PLST_QUITTED;
		    break;

		case ACT_SHOWNEXT:
		    player->options ^= PLOP_SHOWNEXT;
		    show_next(PT_FOREGROUND, player);
		    break;

	  case ACT_REDRAW:
        player->status |= PLST_DELAY;
        LastSaveLayer = -1;
        draw_board(PT_FOREGROUND, player, 0);
        player->status &= ~PLST_DELAY;
        if (player->type == 0)
        { long score = player->score;    
          if (score < 50) score = 0; else score-= 50;
          draw_score_line(PT_FOREGROUND, SL_SCORE, score);
          player->score = score;
        }                    
        break;

		case ACT_LEVEL:
		    if (player_no==0)
 					player->status |= PLST_SKIPLEVEL;
	    	break;
/*
		case ACT_TAB:
				boss_routine();
				break;

		case ACT_PAUSE:
				pause_game();
				break;
*/
	    
		default:
			;	    				    	    
    
    }    
    
    
}
Пример #30
0
void open_door(int dir)
{
  int c_x;
  int y;

  recenter(true);

  y = player->y;

  c_x = player->x + dir * 5;

  stile(y, c_x - 5, TL_DOOR_OPEN_L);
  stile(y, c_x + 5, TL_DOOR_OPEN_R);
  
  // Remove handle
  stile(y - 1, c_x - dir, TL_VOID);

  stile(y - 0, c_x, TL_DOOR_SIDE);
  stile(y - 1, c_x, TL_DOOR_SIDE);
  stile(y - 2, c_x, TL_DOOR_SIDE);
  stile(y - 3, c_x, TL_DOOR_SIDE);

  stile(y - 0, c_x + dir, TL_DOOR);
  stile(y - 1, c_x + dir, (dir > 0 ? TL_DOOR_HF : TL_DOOR_HF));
  stile(y - 2, c_x + dir, TL_DOOR);
  stile(y - 3, c_x + dir, TL_DOOR);

  draw_board(); mpause();
  
  stile(y - 1, c_x, TL_DOOR_SIDE);

  stile(y - 0, c_x + dir, TL_DOOR_SIDE);
  stile(y - 1, c_x + dir, TL_DOOR_SIDE);
  stile(y - 2, c_x + dir, TL_DOOR_SIDE);
  stile(y - 3, c_x + dir, TL_DOOR_SIDE);

  stile(y - 0, c_x + dir * 2, TL_DOOR);
  stile(y - 1, c_x + dir * 2, (dir > 0 ? TL_DOOR_HF : TL_DOOR_HF));
  stile(y - 2, c_x + dir * 2, TL_DOOR);
  stile(y - 3, c_x + dir * 2, TL_DOOR);

  draw_board(); mpause();

  stile(y - 1, c_x + dir, TL_DOOR_SIDE);

  stile(y - 0, c_x + dir * 2, TL_DOOR_SIDE);
  stile(y - 1, c_x + dir * 2, TL_DOOR_SIDE);
  stile(y - 2, c_x + dir * 2, TL_DOOR_SIDE);
  stile(y - 3, c_x + dir * 2, TL_DOOR_SIDE);

  stile(y - 0, c_x + dir * 3, TL_DOOR_SIDE);
  stile(y - 1, c_x + dir * 3, TL_DOOR_HF);
  stile(y - 2, c_x + dir * 3, TL_DOOR_SIDE);
  stile(y - 3, c_x + dir * 3, TL_DOOR_SIDE);

  // Remove door stop so enemies can pass through open doors
  // The other side has already been overwritten by the open door itself
  stile(y, c_x - dir * 2, TL_VOID);

  draw_board();

  return;
}