QixWindow::QixWindow() : QMainWindow(), lost(false), qixwid(0) { std::srand(std::time(0)); lost = true; qset = new QSettings(QSettings::IniFormat, QSettings::UserScope, "Qix", "Qix"); readHighScores(); // // Make the QMinefield the central widget qixwid = new QixWidget(this); setCentralWidget(qixwid); // Initialize GUI stuff setWindowTitle(tr("Qix")); setWindowIcon(QIcon(":/images/icon.png")); createActions(); createMenus(); start_time = 0; theTimer = new QTimer(this); // Connect some signals // connect(qmf, SIGNAL(gameLost()), this, SLOT(loseGame())); // connect(qmf, SIGNAL(gameWon()), this, SLOT(winGame())); connect(theTimer, SIGNAL(timeout()), this, SLOT(update())); }
/*! Displays the high scores dialog box. */ void QixWindow::showHighScores() { readHighScores(); // QMessageBox::information(this, tr("Qix"), // QString(tr("Easy : %1 : %2 : %3\n" // "Medium : %4 : %5 : %6\n" // "Hard : %7 : %8 : %9\n")) // .arg(best_times[DIF_EASY]).arg(best_names[DIF_EASY]).arg(best_dates[DIF_EASY].toString()) // .arg(best_times[DIF_MEDM]).arg(best_names[DIF_MEDM]).arg(best_dates[DIF_MEDM].toString()) // .arg(best_times[DIF_HARD]).arg(best_names[DIF_HARD]).arg(best_dates[DIF_HARD].toString()), // QMessageBox::Ok | QMessageBox::Default); }
void game_init() { disable_irq(MOUSE_IRQ); disable_irq(KBD_IRQ); // loading screen char **mapsBG[] = {LOADING_BOARD}; Sprite *loadingBG = newSprite(0, 0, mapsBG, sizeof(mapsBG)/sizeof(char*)); drawSpriteBG(loadingBG, base); srand(time(NULL)); mapsBG[0] = BG; spriteBG = newSprite(0, 0, mapsBG, sizeof(mapsBG)/sizeof(char*)); mapsBG[0] = HELP_BOARD; helpBoard = newSprite(0, 0, mapsBG, sizeof(mapsBG)/sizeof(char*)); mapsBG[0] = SCORE_BOARD; scoreBoard = newSprite(0, 0, mapsBG, sizeof(mapsBG)/sizeof(char*)); helpButton = newButton(0, 160, HELP_OVER); exitButton = newButton(196, 40, EXIT_OVER); hammer = newHammer(); numPCs = NUM_PCS; cscreens = malloc(NUM_PCS * sizeof(CScreen)); cscreens[0] = newCScreen(241, 367, 0); cscreens[1] = newCScreen(435, 363, 0); cscreens[2] = newCScreen(626, 363, 0); cscreens[3] = newCScreen(388, 224, 1); cscreens[4] = newCScreen(532, 216, 1); cscreens[5] = newCScreen(672, 209, 1); score = newScore(); highScores = readHighScores(); state = PLAYING; enable_irq(KBD_IRQ); enable_irq(MOUSE_IRQ); }
int main( int argc, char *argv[]) { // this was a quick test of InetOpenURL #if 0 HINTERNET hnet = InternetOpen( "Game", INTERNET_OPEN_TYPE_PRECONFIG, NULL, NULL, 0 ); HINTERNET hfile = InternetOpenUrl( hnet, "http://www.yahoo.com", NULL, 0, INTERNET_FLAG_DONT_CACHE, 0); char buff[5000]; unsigned long nread; InternetReadFile( hfile, buff, 5000, &nread ); buff[nread] = 0; printf( buff ); #endif if ( SDL_Init(SDL_INIT_NOPARACHUTE | SDL_INIT_AUDIO|SDL_INIT_VIDEO |SDL_INIT_JOYSTICK) < 0 ) { fprintf(stderr, "Unable to init SDL: %s\n", SDL_GetError()); exit(1); } if( SDL_SetVideoMode( 800, 600, 16, SDL_OPENGL /*| SDL_FULLSCREEN */ ) == 0 ) { fprintf(stderr, "Unable to set video mode: %s\n", SDL_GetError()); exit(1); } SDL_WM_SetCaption( "The Halloween Machine", NULL ); // Init SDL_Mixer if (Mix_OpenAudio( 22050, AUDIO_S16, 2, 4096 )) { fprintf(stderr, "Unable to open audio\n"); exit(1); } // Initialize Joysticks/Gamepads printf("%d Controllers found.\n", SDL_NumJoysticks() ); for (int i=0; i < SDL_NumJoysticks(); i++) { printf( "Controller %d: %s\n", i, SDL_JoystickName(i) ); } gamepad.name = "No gamepad detected."; gamepad.sdlinfo = NULL; gamepad.stick = vec2f(0.0, 0.0 ); gamepad.stick2 = vec2f(0.0, 0.0 ); // Only use the first controller if (SDL_NumJoysticks() > 0 ) { gamepad.sdlinfo = SDL_JoystickOpen(0); } // init highscores readHighScores(); if (gamepad.sdlinfo) { gamepad.name = strdup( SDL_JoystickName(0) ); printf( "Gamepad: Number of axes: %d\n", SDL_JoystickNumAxes(gamepad.sdlinfo) ); printf( "Gamepad: Number of buttons: %d\n", SDL_JoystickNumButtons(gamepad.sdlinfo) ); printf( "Gamepad: Number of balls: %d\n", SDL_JoystickNumBalls(gamepad.sdlinfo) ); printf( "Gamepad: Number of hats: %d\n", SDL_JoystickNumHats(gamepad.sdlinfo) ); } // initialize DevIL ilInit(); ilutRenderer( ILUT_OPENGL ); // Setup glgameFont // Load the font image ilGenImages( 1, &ilFontId ); ilBindImage( ilFontId ); if (!ilLoadImage( "gamedata/magic.png" )) { printf("Loading font image failed\n"); } // Make a GL texture for it glFontTexId = ilutGLBindTexImage(); // Create a font by passing in an opengl texture id fntFontId = gfCreateFont( glFontTexId ); // A .finfo file contains the metrics for a font. These // are generated by the Fontpack utility. gfLoadFontMetrics( fntFontId, "gamedata/magic.finfo"); printf("font has %d chars\n", gfGetFontMetric( fntFontId, GF_FONT_NUMCHARS ) ); gfEnableFont( fntFontId, 25 ); sfx[0] = Mix_LoadWAV("gamedata/whiit.wav"); sfx[1] = Mix_LoadWAV("gamedata/didge.wav"); sfx[2] = Mix_LoadWAV("gamedata/sfx_boom.wav"); sfx[3] = Mix_LoadWAV("gamedata/harp.wav"); sfx[4] = Mix_LoadWAV("gamedata/secret.wav"); music_title = Mix_LoadMUS( "gamedata/AutumnLeft.ogg" ); music_gameover = Mix_LoadMUS( "gamedata/YouDiedLoser.ogg" ); music_ingame = Mix_LoadMUS( "gamedata/ingame.ogg" ); if (!music_title) { printf("Error loading music %s\n", Mix_GetError() ); } else { printf("Music loaded\n"); } Mix_PlayMusic( music_title, -1 ); // Start up the game g_game = new GameState(); g_game->init(); g_game->loadLevels( "gamedata/levels.txt" ); g_view = new ViewSimple2D( g_game ); g_game->setView( g_view ); ////////////////////// // Event Loop ////////////////////// while (1) { SDL_Event event; /* Grab all the events off the queue. */ while( SDL_PollEvent( &event ) ) { switch( event.type ) { case SDL_KEYDOWN: // are we reading highscore?? if (ndxGetName >=0 ) { char buff[10]; if ( ((event.key.keysym.sym >= SDLK_a) && (event.key.keysym.sym <= SDLK_z)) || ((event.key.keysym.sym >= SDLK_0) && (event.key.keysym.sym <= SDLK_9))) { sprintf( buff, "%c", (char)event.key.keysym.sym ); if (event.key.keysym.mod & (KMOD_LSHIFT|KMOD_RSHIFT)) { buff[0] = toupper(buff[0]); } if (!strcmp(g_highScoreTable[ndxGetName].m_name.c_str(), HISCORE_PROMPT)) { g_highScoreTable[ndxGetName].m_name = ""; } g_highScoreTable[ndxGetName].m_name.append( buff); } else if ( (event.key.keysym.sym==SDLK_BACKSPACE) ) { if (g_highScoreTable[ndxGetName].m_name.length()){ g_highScoreTable[ndxGetName].m_name.erase( g_highScoreTable[ndxGetName].m_name.end()-1 ); } } else if ( (event.key.keysym.sym==SDLK_RETURN) || (event.key.keysym.sym==SDLK_ESCAPE) ) { if (!g_highScoreTable[ndxGetName].m_name.length()) { g_highScoreTable[ndxGetName].m_name = "Anonymous"; } ndxGetName = -1; writeHighScores(); } break; } switch( event.key.keysym.sym ) { case SDLK_ESCAPE: if ( (g_state==STATE_TITLE) && (g_menuState == MENU_MAINMENU)) { do_quit(); } else { backToTitleScreen(); } break; case SDLK_a: g_view->toggleAnim(); break; case SDLK_p: paused = !paused; break; // Cheat codes.. enable for testing #if 0 case SDLK_z: if (g_state==STATE_GAMEOVER) { ndxGetName = 3; break; } case SDLK_1: g_game->dbgNextPumpkin( PUMPKIN ); break; case SDLK_2: g_game->dbgNextPumpkin( PUMPKIN_ORANGE ); break; case SDLK_3: g_game->dbgNextPumpkin( PUMPKIN_YELLOW ); break; case SDLK_4: g_game->dbgNextPumpkin( PUMPKIN_RED ); break; case SDLK_5: g_game->dbgNextPumpkin( SKULL ); break; case SDLK_6: g_game->dbgNextPumpkin( FISH_HEAD ); break; case SDLK_7: g_game->dbgNextPumpkin( BLACKBIRD ); break; case SDLK_8: g_game->dbgClearQueue(); break; #endif case SDLK_s: ilutGLScreenie(); break; case SDLK_d: bDrawGamepad = !bDrawGamepad; break; case SDLK_m: if (!musicOn) { printf("Playing\n"); if (g_state==STATE_TITLE) { Mix_PlayMusic( music_title, -1 ); } else if (g_state==STATE_PLAYING) { Mix_PlayMusic( music_ingame, -1 ); } else if (g_state==STATE_GAMEOVER) { // easter egg.. kindof.. you get to hear the // game over music again. woo. Mix_PlayMusic( music_gameover, 0 ); } musicOn = 1; } else { printf("Halting\n"); Mix_HaltMusic(); musicOn = 0; } case SDLK_LEFT: g_view->nextStation(); break; case SDLK_RIGHT: g_view->prevStation(); break; case SDLK_SPACE: case SDLK_RETURN: if (g_state == STATE_PLAYING) { doActivateStation(); } else { doStartButton(); } break; case SDLK_UP: if (g_state==STATE_PLAYING) { //g_view->activateStation(); doActivateStation(); } else if (g_state==STATE_TITLE ) { prevMenuItem(); } break; case SDLK_DOWN: if (g_state==STATE_TITLE ) { nextMenuItem(); } break; default: break; } break; case SDL_JOYAXISMOTION: /* Handle Joystick Motion */ if ( ( event.jaxis.value < -3200 ) || (event.jaxis.value > 3200 ) ) { switch(event.jaxis.axis) { case 0: gamepad.stick[0] = (float)(event.jaxis.value) / 32768.0f; break; case 1: gamepad.stick[1] = (float)(event.jaxis.value) / 32768.0f; break; case 2: gamepad.throttle = (float)(event.jaxis.value) / 32768.0f; break; case 3: gamepad.stick2[0] = (float)(event.jaxis.value) / 32768.0f; break; case 4: gamepad.stick2[1] = (float)(event.jaxis.value) / 32768.0f; break; } } else { // prevent jitter near the center positions switch(event.jaxis.axis) { case 0: gamepad.stick[0] = 0.0; break; case 1: gamepad.stick[1] = 0.0; break; case 2: gamepad.throttle = 0.0; break; case 3: gamepad.stick2[0] = 0.0; break; case 4: gamepad.stick2[1] = 0.0; break; } } break; case SDL_JOYBUTTONDOWN: /* Handle Joystick Button Presses */ gamepad.button[event.jbutton.button] = true; switch (event.jbutton.button) { case 0: //g_view->activateStation(); if (g_state==STATE_PLAYING) { doActivateStation(); } else { doStartButton(); } break; //case 1: // sfx_chan[1] = Mix_PlayChannel(-1, sfx[1], 0); // break; //case 2: // sfx_chan[2] = Mix_PlayChannel(-1, sfx[2], 0); // break; case 8: // start button doStartButton(); break; } break; case SDL_JOYBUTTONUP: /* Handle Joystick Button Release */ gamepad.button[event.jbutton.button] = false; break; case SDL_JOYHATMOTION: /* Handle Hat Motion */ gamepad.hat = event.jhat.value; if (g_state==STATE_PLAYING) { if (gamepad.hat & SDL_HAT_LEFT) { g_view->nextStation(); } if (gamepad.hat & SDL_HAT_RIGHT) { g_view->prevStation(); } } else { if (gamepad.hat & SDL_HAT_UP) { prevMenuItem(); } if (gamepad.hat & SDL_HAT_DOWN) { nextMenuItem(); } } break; case SDL_QUIT: /* Handle quit requests (like Ctrl-c). */ if ( (g_state==STATE_TITLE) && (g_menuState == MENU_MAINMENU)) { do_quit(); } else { backToTitleScreen(); } break; } } redraw(); } return 0; }