int TicTacToe::play(bool _xTurn, int pos) { bool win; if(!isRightTurn(_xTurn)) { return INVALID_TURN; } if(!isValidMove(pos)) { return INVALID_MOVE; } placeMove(_xTurn,pos); plotGame(); win = won(_xTurn); xTurn = !xTurn; if(win) { resetGame(); return WIN; } else if(isFull()){ resetGame(); return OVER; } else { return NO_WIN; } }
// glut menu callback void demo_menu(int id) { switch(id) { case 1: pauseBool = false; if(!gameStarted) { start = std::chrono::high_resolution_clock::now(); gameStarted = true; } break; case 2: pauseBool = true; break; case 3: resetGame(); break; case 4: resetGame(); scoreOne = 0; scoreTwo = 0; break; case 5: exit(0); break; } glutPostRedisplay(); }
void SdlDisplay::sdlMenuAction(bool multi) { if (index == 1) { freeall = true; gameover = true; resetGame(); sdlLauncher(false); } else if (index == 2) { freeall = true; gameover = true; resetGame(); sdlLauncher(true); } else if (index == 3) { freeall = true; gameover = true; resetGame(); if (multi) sdlLauncher(true); else sdlLauncher(false); } }
Result game(int seed) { Result result = {LOSE, 0}; srand(seed); Block blocks[size*size]; int blocksLeft = 0; resetGame(blocks, &blocksLeft, &result); int index = 0; int spawn = FALSE; int quit = FALSE; while (!quit) { if (KEY_DOWN_NOW(BUTTON_UP)) { if (moveBlocks(blocks, UP, &result.score, &blocksLeft, &result.outcome) && blocksLeft) { spawn = TRUE; } while (KEY_DOWN_NOW(BUTTON_UP)); } if (KEY_DOWN_NOW(BUTTON_DOWN)) { if (moveBlocks(blocks, DOWN, &result.score, &blocksLeft, &result.outcome) && blocksLeft) { spawn = TRUE; } while (KEY_DOWN_NOW(BUTTON_DOWN)); } if (KEY_DOWN_NOW(BUTTON_LEFT)) { if (moveBlocks(blocks, LEFT, &result.score, &blocksLeft, &result.outcome) && blocksLeft) { spawn = TRUE; } while (KEY_DOWN_NOW(BUTTON_LEFT)); } if (KEY_DOWN_NOW(BUTTON_RIGHT)) { if (moveBlocks(blocks, RIGHT, &result.score, &blocksLeft, &result.outcome) && blocksLeft) { spawn = TRUE; } while (KEY_DOWN_NOW(BUTTON_RIGHT)); } if (spawn) { index = spawnBlock(blocks, blocksLeft--); result.score += 1<<blocks[index].num; waitForVblank(); drawBlock(blocks, index); updateScoreDisplay(result.score); quit = !hasMoves(blocks); spawn = FALSE; } if (KEY_DOWN_NOW(BUTTON_B)) { quit = TRUE; while (KEY_DOWN_NOW(BUTTON_B)); } if (KEY_DOWN_NOW(BUTTON_SELECT)) { resetGame(blocks, &blocksLeft, &result); while (KEY_DOWN_NOW(BUTTON_SELECT)); } } //put a while loop here to check if game ends properly return result; }
void MenuServeur::processEvents() { sf::Event event; while (mWindow.pollEvent(event)) { if (event.type==sf::Event::KeyPressed) { switch(event.key.code) { case sf::Keyboard::Escape: mWindow.close(); break; case sf::Keyboard::Return: //retour menu break; case sf::Keyboard::R: resetGame(); break; }} switch (event.type) { case sf::Event::MouseButtonPressed: if (event.mouseButton.button == sf::Mouse::Left) { Square square(squareClicked(event.mouseButton.x,event.mouseButton.y)); if (square != UNKNOWN) { if (mBoard.addMove(mPlayer,square)) { addSprite(square); updateOutcome(); displayOutcome(); if (mOutcome == UNFINISHED) swapPlayer(); else // Xwin(); resetGame(); } } } break; case sf::Event::Closed: mWindow.close(); break; } } }
void Battleship::play() { cout << endl << endl << "~~~~~~ WELCOME TO BATTLESHIPS ~~~~~~" << endl; bool gameOver = false; while (!gameOver) { gameLoop(); cout << endl << "Do you want to try again? (Y/N)" << endl; char tryAgain; cin >> tryAgain; if (tryAgain == 'Y') { resetGame(); cout << endl << endl; } else if (tryAgain = 'N'){ gameOver = true; } else { cout << "Your input was not understood. Ending game..." << endl; gameOver = true; } } cout << endl << "~~~~~~~ GAME OVER ~~~~~~~" << endl << endl; }
void resetGameLoadMapAddActors( GameModel & game, PathGraph & pathgraph, GameView & view, GameViewSound & sound, ActorControllerKeyboard * & keyboardController, std::map< std::string, ActorControllerAI * > & aiControllers, std::map< std::string, float > & globalVariables, float gametime, const std::string & filename ) { // delete ai controllers for( std::map< std::string, ActorControllerAI * >::iterator iter = aiControllers.begin( ); iter != aiControllers.end( ); iter++ ) { delete iter->second; } aiControllers.clear( ); // reset game resetGame( game, pathgraph, view, sound ); setGameVars( game, globalVariables ); // load map loadMap( game, pathgraph, view, sound, globalVariables, filename ); view.initBrushTextures( ); // add players //addPlayer( game, keyboardController, globalVariables, gametime, "Player" ); addActor( game, keyboardController, globalVariables, gametime, "Player" ); for( int i = 0; i < 3; i++ ) { aiControllers[ "AI-" + std::string( 1, (char)( i + 49 ) ) ] = new ActorControllerAI( &game, pathgraph ); //addAI( game, aiControllers[ "AI-" + std::string( 1, (char)( i + 49 ) ) ], globalVariables, gametime, "AI-" + std::string( 1, (char)( i + 49 ) ) ); addActor( game, aiControllers[ "AI-" + std::string( 1, (char)( i + 49 ) ) ], globalVariables, gametime, "AI-" + std::string( 1, (char)( i + 49 ) ) ); } view.setCamera( &game.getActors( ).front( ) ); sound.setCamera( &game.getActors( ).front( ) ); }
void myGame::updateGameState() { timeInState+= frameTime; // keeps track of the time spent in each state of the display if (gameStates == BEGIN && timeInState > 3.0) { gameStates = PLAY; timeInState = 0; } else if (gameStates == PLAY && dotsRemaining == 0) { gameStates = END; timeInState = 0; } else if (gameStates == END && timeInState > 3.0 || gameStates == END && input->isKeyDown(ENTER_KEY)) { /* dotsRemaining = rows * cols ; for(int i=0;i<dots.getSize();i++){ dots.getArray()[i]->setVisible(true); dots.getArray()[i]->setActive(true); } */ resetGame(); player.setX(playerNS::X); player.setY(playerNS::Y); gameStates = BEGIN; timeInState = 0; } }
void isLevelDone() { int i, j; // Verify for (i=0; i!=LEVEL_SIDE; i++) for (j=0; j!=LEVEL_SIDE; j++) if (lvl.map[i][j].state == 1) return; // Increment the instructions counter for (i=0; i!=MATRIX_W; i++) for (j=0; j!=MATRIX_H; j++) if (game.func_matrix[i][j] > 0) game.instructions_count++; setFadeMode(&main_fade,FADE_IN,0); waitFadeDone(); // This was the last level... outro time. if (nextLevel()) { game.state = OUTRO; return; } // Else, reset game state; this is intro time. resetGame(); stopProgram(); clearFuncMatrix(); game.state = GAME_INTRO; }
void mainloop(){ int esc = 1; Stats* stats; stats = initGame(); do{ system("CLS"); switch(esc){ case 0: break; case 1: esc = menuPrincipal(); break; case 11: esc = menuNovoJogo(stats); break; case 111: menuNovoJogador(stats); esc /= 10; break; case 112: seletorRodada(stats); esc = novaPartida(); if (esc == 11) resetGame(stats); break; case 10: case 110: esc = 0; break; }; }while(esc!=0); };
//-------------------------------------------------------------- void testApp::keyReleased(int key) { //if the game is running if(!gameOver) { if(key=='w') { //move up player1.stopMoving(); } if(key=='s') { //move down player1.stopMoving(); } if(key==' ') { //fire player1.fire(); } } //if the game over screen is up else { //reset the game when enter is pressed if(key==OF_KEY_RETURN) { resetGame(); } } }
void game::update(){ if(meny->getShowMeny()){//if meny is on. meny->guiUpdate();//calls meny memeber function guiUpdate. resetGame(); // resets the game over and over. } else { //if meny is off. ball->movementOfBall(updateTime);//move the ball with updatetime clock. //Player pad movement. if(fPlayer->getLeft()){//if player pad should move left. fPlayer->moveLeft();//move player pad left. } if(fPlayer->getRight()){//if player pad should move right. fPlayer->moveRight();//move player pad right. } if(boxesIsEmpty()){ //vector with boxes is empty meny->winner(updateTime);//call winning text. } if(ball->checkIfDead()){//check if ball is dead(position under player pad). fPlayer->loseLife();//removes a extra life. if(fPlayer->getLife() >= 0){//if extra life is more/= to 0. delete ball;//delete old ball ball = new bounceBall();//alocate new ball. }else{ meny->gameOver(updateTime);//show gameover text object. } } collition();//check if ball collide with something. } }
void Pacman::reset() { m_player.Lives = 3; m_gameScore = 0; resetGame(); }
void updateScore(){ int ballPositionX = 10.0*(modelB[0][3]); int leftWall = -130; int rightWall = 130; // Player 1 scores if (ballPositionX >= rightWall){ score[0]++; std::cout<<"Player 1 scored!\n"; std::cout<<"Score is "<<score[0]<<" : "<<score[1]<<"\n\n"; resetGame(); } // Player 2 scores else if (ballPositionX <= leftWall){ score[1]++; std::cout<<"Player 2 scored!\n"; std::cout<<"Score is "<<score[0]<<" : "<<score[1]<<"\n\n"; resetGame(); } }
//-------------------------------------------------------------- void ofApp::keyPressed(int key){ if (!publicRelease){ if (key == 'f'){ setFood(); } if (key == 'e'){ endGame(); } if (key == 'c'){ captureScreen = !captureScreen; return; } if (key == 'v'){ captureOneScreenshot = true; } if (key == 'p'){ debugPause = !debugPause; } if (key == 'm'){ debugMute = !debugMute; } if (key == 'r'){ resetGame(); } } snake.keyPressed(key); if (onTitle){ resetGame(); //onTitle = true; //kill me } }
void main(void) { DisableInterrupts; initializations(); EnableInterrupts; turnOffLEDs(); // reset game on startup resetGame(); TC7 = 15000; //set up TIM TC7 to generate 0.1 ms interrupt rate for(;;) { displayBoard(); if (interuptFlag) { tickCounter++; ticksSinceLastEvolution++; if (ticksSinceLastEvolution >= TICKS_BETWEEN_EVOLUTIONS) { ticksSinceLastEvolution = 0; evolveFlag = 1; } } if (evolveFlag) { evolveFlag = 0; evolve(); } if (boardsAreSame == 1) { resetGame(); } // check to see if the user would like to reset the game (presses right push button) if (rghtpb == 1) { rghtpb = 0; resetGame(); } _FEED_COP(); /* feeds the watchdog timer */ } /* loop forever */ /* make sure that you never leave main */ }
start::start(QWidget *parent) : QMainWindow(parent), ui(new Ui::start) { ui->setupUi(this); resDialog=new result; Game=new game(this,resDialog); connect(resDialog,SIGNAL(reset()),this,SLOT(resetGame())); this->setCentralWidget(Game); }
State onGameMain(Game* game) { /*IGNORE*/ int choice = 0; char filename[255]; printGameMenu(game); choice = getInput(); /* "0. Restart a new game" "1. Load from a old game" "2. Save log" "3. Save this game" "4. Allow redo [%s]" "5. Allow illegal move [%s]" "6. Select default opponent [%s]" "7. Select default difficulty" "8. Return to the game" "9. Exit" */ switch(choice) { case 0: resetGame(game); return NewGame; case 1: /*loadGame(game); */return NewGame; case 2: printf("Enter the file name you want to save \n"); scanf("%s", filename); saveLog(game, filename); break; case 3: /*saveGame(game); */break; case 4: game->setting->allowRedo ^= 1; break; case 5: game->setting->allowIllegalMove ^= 1; break; case 6: selectOpponent(game); break; case 7: selectDifficulty(game); break; case 8: return TurnPlayer; case 9: return Exit; default: return GameMenu; } return GameMenu; }
//--------------------------------------------------------------------------------- // Name: enter() //--------------------------------------------------------------------------------- void GameplayState::enter(App * app) { initState(); BATTLE_CITY->loadMap( getNextMapNum() ); setMapFrame(); resetGame(); incTimesPlayed(); APP_EVENT( GAME_STARTED ); }
void EmuSettings::resetButtonClicked() { if( settingsChanged ) { savecurrentSettings(); emit( updateSettings(gpspsettings) ); settingsChanged = false; } if( romloaded ) emit( resetGame() ); }
void World::onKeyReleased(cocos2d::EventKeyboard::KeyCode keyCode, cocos2d::Event *event) { switch (keyCode) { case EventKeyboard::KeyCode::KEY_D: _debugMode = !_debugMode; break; case EventKeyboard::KeyCode::KEY_R: resetGame(); break; default: Layer::onKeyReleased(keyCode, event); } }
void StatePlaying::initiate() { float farClippingPlane = 2000.0f; // Set far clipping plane gRenderer.setNearFarClippingPlanes(1.0f,farClippingPlane); m_objects = new Ned3DObjectManager(); m_objects->setNumberOfDeadFrames(2); m_tetherCamera = new TetherCamera(m_objects); // Create terrain terrain = new Terrain(8,"terrain.xml"); //powers of two for terrain size m_objects->spawnTerrain(terrain); // Load models m_objects->setModelManager(gModelManager); gModelManager.importXml("models.xml"); // Loads game objects like the crows, plane, and silo resetGame(); // set fog gRenderer.setFogEnable(true); gRenderer.setFogDistance(farClippingPlane - 1000.0f,farClippingPlane); gRenderer.setFogColor(MAKE_ARGB(0,60,180,254)); // set lights gRenderer.setAmbientLightColor(MAKE_ARGB(255,100,100,100)); gRenderer.setDirectionalLightColor(0XFFFFFFFF); Vector3 dir = Vector3(5.0f,-5.0f, 6.0f); dir.normalize(); gRenderer.setDirectionalLightVector(dir); // Create water now that we know what camera to use float fov = degToRad(gGame.m_currentCam->fov); water = new Water(fov, farClippingPlane, "water.xml"); m_objects->spawnWater(water); // aquire sounds gSoundManager.setDopplerUnit(1.0f/3.0f); // sound factors // get windmill sound m_windmillSound = gSoundManager.requestSoundHandle("windmill2.wav"); m_windmillSoundInstance = gSoundManager.requestInstance(m_windmillSound); // add console commands gConsole.addFunction("camerafollow","",consoleSetFollowCamera); gConsole.addFunction("cameratarget","s",consoleSetCameraTarget); gConsole.addFunction("godmode","b",consoleGodMode); }
void fetchUserInput() { Block orgBlock = currentBlock; if (gameState == 0) { switch (getch()) { case KEY_LEFT: moveLeft(); break; case KEY_RIGHT: moveRight(); break; case KEY_UP: rotateBlock(); break; case KEY_DOWN: moveDown(); break; case 'p': gameState = 1; break; } } else { switch (getch()) { case 'p': if (gameState == 1) { gameState = 0; } break; case 'r': resetGame(); break; case 'q': inGame = 0; break; } } if (isCollision()) { currentBlock = orgBlock; } }
void game_init(struct game_t* g) { UT_icd tap_state_icd = { sizeof(struct tap_state), NULL, // Initializer NULL, // Copier NULL // Destructor }; utringbuffer_new(g->blockHistory, GAME_STATE_HISTORY_LENGTH, &tap_state_icd); resetGame(g); }
void PongGame::runEndState(){ const Uint8* keys = GameEngine::getKeyState(); GameEngine::setColor(0, 0, 0); GameEngine::drawText("GAME OVER!", 170, 400, 1.0f); GameEngine::drawText(winner + " Wins!", 210, 290, 0.75f); GameEngine::drawText("Press BACK to Restart", 200, 200, 0.5f); if(GameEngine::GAMEPAD1_BACK || GameEngine::GAMEPAD2_BACK || keys[GameEngine::BACKSPACE_KEY]){ resetGame(); currentState = COUNTDOWN_STATE; } }
void MainWindow::showResult() { this->hide(); results->show(); results->showScore(score); results->showText(pig_count, score, 6-bird_count); if(results->exec()) { this->show(); results->close(); resetGame(); } }
Common::Error CGEEngine::loadGameState(int slot) { // Clear current game activity sceneDown(); resetGame(); // Load the game loadGame(slot, NULL); _commandHandler->addCommand(kCmdLevel, -1, _oldLev, &_sceneLight); _sceneLight->gotoxy(kSceneX + ((_now - 1) % kSceneNx) * kSceneDx + kSceneSX, kSceneY + ((_now - 1) / kSceneNx) * kSceneDy + kSceneSY); sceneUp(); return Common::kNoError; }
void replay() { printf("\nDo you want to continue ? (y/n)\n"); char answer; // clearInputBuffer(); scanf("%c", &answer); if(answer == 'n') game.player.wantToPlay = 0; else if(game.player.balance <= 0){ printf("Sorry dude, your out of money !\n"); game.player.wantToPlay = 0; } resetGame(); clearScreen(); }
void GameScene::GameEnd() { popBall(_ballArray.front(), _ballArray.begin()); if (_ballArray.empty()) { unschedule(schedule_selector(GameScene::GameEnd)); CCScene* lossScene = LossScene::scene(_score); // CCDirector::sharedDirector()->replaceScene( // CCTransitionFade::create(0.5, lossScene)); CCDirector::sharedDirector()->replaceScene(lossScene); CCDirector::sharedDirector()->retain(); resetGame(); } }
void input(SDL_Window* screen ){ SDL_Event event; while (SDL_PollEvent(&event)){//Handling the keyboard switch (event.type){ case SDL_QUIT:exit(0);break; case SDL_KEYDOWN: switch(event.key.keysym.sym){ case SDLK_ESCAPE:exit(0); case SDLK_w://paddle 1 up; if (modelP1[1][3] < 7.0) { modelP1 = modelP1 * Translate(0.0,1.0,0.0); } //std::cout<<"modelP1="<<std::endl; //printMat4(modelP1); //std::cout<<std::endl; break; case SDLK_s://paddle 1 down; if (modelP1[1][3] > -7.0) { modelP1 = modelP1 * Translate(0.0,-1.0,0.0); } //std::cout<<"modelP1="<<std::endl; //printMat4(modelP1); //std::cout<<std::endl; break; case SDLK_i://paddle 2 up if (modelP2[1][3] < 7.0) { modelP2 = modelP2 * Translate(0.0,1.0,0.0); } break; case SDLK_k://paddle 2 down if (modelP2[1][3] > -7.0) { modelP2 = modelP2 * Translate(0.0,-1.0,0.0); } break; case SDLK_r://new game std::cout<<"*new game*\n"; score[0]=0; score[1]=0; modelP1 = modelP2 = identity(); modelP1 = modelP1 * Translate(-10.0,0.0,0.0); modelP2 = modelP2 * Translate(10.0,0.0,0.0); resetGame(); break; } } } }