int main (int argc, char* args[]) { XInitThreads(); initGame(); pthread_t f1, f2, f3; pthread_create(&f1, NULL, pressKey, 0); pthread_create(&f2, NULL, moveBot, 0); sleep(1); pthread_create(&f3, NULL, moveBot, 0); uint8_t flag = 0; uint32_t i = 0; while (quit) { clear(x, y); movePacman(); if (i % 30 == 0) { if (flag == 0) { flag = 1; pacman = pacman1; } else { flag = 0; pacman = pacman2; } } apply_surface(x, y, pacman); SDL_Delay(5); SDL_Flip(screen); i++; } SDL_Delay(3000); SDL_Quit(); return 0; }
void GameParticle::move(pacman_interface::PacmanAction action) { // count a step to white ghosts for(std::vector<int>::reverse_iterator it = white_ghosts_time_.rbegin(); it != white_ghosts_time_.rend(); ++it) { if(*it) { (*it)--; } } score_--; moveGhosts(); movePacman(action); checkIfDeadGhosts(); }
int main() { memcpy(board2,board,sizeof(int)*rows*columns); int height=800,width=800; //height and width of screen gfx_open(width,height,"Pacman"); gfx_clear_color(0,0,0); gfx_clear(); int boardHeight=radius*rows,boardWidth=radius*columns;//Height of the board int xtopleft=width/2-boardWidth/2; //x coord of top left corner of board int ytopleft=height/2-boardHeight*9/16; //y coord of top left corner of board char movement; int i,lives=3;//start with 3 lives int win=0; int active=0; //this changes depending on number of dots left int initialDots=dotsNumber(); int remainingDots=dotsNumber(); int score=0; int loop[4]={0,0,0,0}; int frightenLoop[4]={0}; int newScore[3]={0,0,0};//values [0]:new score to display(when ghost is killed),[1]:xvalue,[2]:yvalue Location pacman; Location ghosts[4];// enumerated to blinky, pinky, inky, clyde; /*There are four states: 0: Chase, 1: Scatter, 2: Frighten, 3: Dead, and 4: Housed */ int state[4]={scatter,scatter,scatter,scatter}; while(1){ titleScreen(height,width,ghosts,&pacman,state); score=0; lives=3; win=0; for(i=0;i<=3;i++) loop[i]=0; //reset the game resetBoard(); gfx_wait(); /* This is the gameplay loop, will repeat every time a life is lost */ while(lives>0){ gfx_clear(); /* Initialize pacman's location */ pacman.x=pacman.prevX=7; pacman.y=pacman.prevY=12; pacman.orientation=right; /* Initialize ghost's locations */ for(i=blinky;i<=clyde;i++){state[i]=scatter;} ghosts[blinky].x=7; ghosts[blinky].prevX=8; ghosts[blinky].y=ghosts[blinky].prevY=6; ghosts[blinky].orientation=left; ghosts[pinky].x=7; ghosts[pinky].prevX=7; ghosts[pinky].y=7; ghosts[pinky].prevY=8; ghosts[pinky].orientation=up; ghosts[inky].x=ghosts[inky].prevX=6; ghosts[inky].y=7; ghosts[inky].prevY=8; ghosts[inky].orientation=right; ghosts[clyde].x=ghosts[clyde].prevX=8; ghosts[clyde].y=7; ghosts[clyde].prevY=8; ghosts[clyde].orientation=left; /* These two statements draw pacman and the board to begin the program */ drawBoard(xtopleft,ytopleft,boardHeight,boardWidth,height,width,lives,2,score); drawPacman(xtopleft+radius*pacman.x+radius/2,ytopleft+radius*pacman.y+radius/2,pacman.orientation,0); for(i=blinky;i<=clyde;i++){ drawGhost(xtopleft+radius*ghosts[i].x+radius/2,ytopleft+radius*ghosts[i].y+radius/2,i,ghosts[i].orientation,state,frightenLoop[i]); } /* This loop is the gameplay after all initialization */ while(1){ /*if(gfx_event_waiting()){prevMovement=movement;*/ movement=gfx_wait();//} /* This block updates pacman position, checks for death * then updates ghosts' positions, then checks for death again */ movePacman(&pacman,ghosts,movement,xtopleft,ytopleft,boardHeight,boardWidth,active,state,&score,frightenLoop); if(checkDeath(&pacman,ghosts,xtopleft,ytopleft,boardHeight,boardWidth,height,width,lives,state,&score,newScore,frightenLoop,loop[0])){ //pacman's death? for(i=0;i<=3;i++) loop[i]=0; //reset the game lives--; //decrease the lives printf("LIVES: %i\n",lives); break; } targetGhosts(ghosts,&pacman,xtopleft,ytopleft,boardHeight,boardWidth,active,state); if(checkDeath(&pacman,ghosts,xtopleft,ytopleft,boardHeight,boardWidth,height,width,lives,state,&score,newScore,frightenLoop,loop[0])){ //pacman's death? for(i=0;i<=3;i++) loop[i]=0; //reset the game lives--; //decrease the lives printf("LIVES: %i\n",lives); break; } ghostState(loop,state,frightenLoop); active=activeGhosts(ghosts,loop); /* The next function animates the motion of all of the objects (pacman and ghosts */ animateMotion(xtopleft,ytopleft,boardHeight,boardWidth,&pacman,ghosts,height,width,lives,state,score,newScore,frightenLoop,loop[0]); /* The case to exit the loop is winning, when there are no dots left */ if(dotsNumber()==0){ //The player got all the dots, they won the game win=1; break; } } if(lives<=0){ gfx_clear(); printf("\n\nGAME OVER\n\n"); drawBoard(xtopleft,ytopleft,boardHeight,boardWidth,height,width,lives,0,score); if(tolower(gfx_wait())=='n'){ return 0; }//This will start the entire game over including the title screen else break;} else if(win){ printf("\n\nWINNER!\n\n"); drawBoard(xtopleft,ytopleft,boardHeight,boardWidth,height,width,lives,win,score); if(tolower(gfx_wait())=='n'){ return 0; }//This will end the game else break;} } } }