Пример #1
0
int main(void)
{
        printf("\n%d\n",fred);
        sue();
        printf("\n%d\n",fred);
        fred += 1;
        printf("\n%d\n",fred);
        return 0;
}
Пример #2
0
bool bbruntime_create(){
	if( blitz_create() ){
				if( hook_create() ){
						if( event_create() ){
								if( math_create() ){
										if( string_create() ){
												if( stdio_create() ){
														if( stream_create() ){
																if( sockets_create() ){
																		if( enet_create() ){
																				if( runtime_create() ){
																						if( system_create() ){
																								if( bank_create() ){
																										if( system_windows_create() ){
																												if( filesystem_create() ){
																														if( filesystem_windows_create() ){
																																if( timer_windows_create() ){
																																		if( input_create() ){
																																				if( input_directinput8_create() ){
																																						if( audio_create() ){
																																								if( audio_fmod_create() ){
																																										if( userlibs_create() ){
																																												if( pixmap_create() ){
																																														if( blitz2d_create() ){
																																																if( graphics_create() ){
																																																		if( runtime_glfw3_create() ){
																																																				return true;
																									}else sue( "runtime_glfw3_create failed" );
																									graphics_destroy();
																								}else sue( "graphics_create failed" );
																								blitz2d_destroy();
																							}else sue( "blitz2d_create failed" );
																							pixmap_destroy();
																						}else sue( "pixmap_create failed" );
																						userlibs_destroy();
																					}else sue( "userlibs_create failed" );
																					audio_fmod_destroy();
																				}else sue( "audio_fmod_create failed" );
																				audio_destroy();
																			}else sue( "audio_create failed" );
																			input_directinput8_destroy();
																		}else sue( "input_directinput8_create failed" );
																		input_destroy();
																	}else sue( "input_create failed" );
																	timer_windows_destroy();
																}else sue( "timer_windows_create failed" );
																filesystem_windows_destroy();
															}else sue( "filesystem_windows_create failed" );
															filesystem_destroy();
														}else sue( "filesystem_create failed" );
														system_windows_destroy();
													}else sue( "system_windows_create failed" );
													bank_destroy();
												}else sue( "bank_create failed" );
												system_destroy();
											}else sue( "system_create failed" );
											runtime_destroy();
										}else sue( "runtime_create failed" );
										enet_destroy();
									}else sue( "enet_create failed" );
									sockets_destroy();
								}else sue( "sockets_create failed" );
								stream_destroy();
							}else sue( "stream_create failed" );
							stdio_destroy();
						}else sue( "stdio_create failed" );
						string_destroy();
					}else sue( "string_create failed" );
					math_destroy();
				}else sue( "math_create failed" );
				event_destroy();
			}else sue( "event_create failed" );
			hook_destroy();
		}else sue( "hook_create failed" );
		blitz_destroy();
	}else sue( "blitz_create failed" );
	return false;
}
Пример #3
0
int main(int, char const**)
{
  // Create the main window
  sf::RenderWindow window(sf::VideoMode(TILE_WIDTH*28, TILE_WIDTH*31), "PAC MAN");
  window.setFramerateLimit(FRAME_RATE);
  
  // Set the Icon
  sf::Image icon;
  if (!icon.loadFromFile(resourcePath() + "icon.png")) {
    return EXIT_FAILURE;
  }
  window.setIcon(icon.getSize().x, icon.getSize().y, icon.getPixelsPtr());
  
  // Try to open the given texture
  sf::Texture tileset_texture;
  if (!tileset_texture.loadFromFile(resourcePath() + "data/full_texture_x3.png")) {
    return EXIT_FAILURE;
  }
  
  // More importantly, let's generate our tileset from that texture.
  AssetManager assetManager(TILE_WIDTH);
  std::map<sf::String, sf::Sprite> spriteSet = assetManager.generateSpriteSet(&tileset_texture);
  std::map<sf::String, PacTile*> tileSet;

  PacTile outer_top_left_corner(spriteSet["outer_top_left_corner"], "WALL");
  tileSet["outer_top_left_corner"] = &outer_top_left_corner;
  
  PacTile weird_north_left_corner(spriteSet["weird_north_left_corner"], "WALL");
  tileSet["weird_north_left_corner"] = &weird_north_left_corner;
  
  PacTile weird_west_upper_corner(spriteSet["weird_west_upper_corner"], "WALL");
  tileSet["weird_west_upper_corner"] = &weird_west_upper_corner;
  
  PacTile weird_east_upper_corner(spriteSet["weird_east_upper_corner"], "WALL");
  tileSet["weird_east_upper_corner"] = &weird_east_upper_corner;
  
  PacTile weird_west_lower_corner(spriteSet["weird_west_lower_corner"], "WALL");
  tileSet["weird_west_lower_corner"] = &weird_west_lower_corner;
  
  PacTile weird_east_lower_corner(spriteSet["weird_east_lower_corner"], "WALL");
  tileSet["weird_east_lower_corner"] = &weird_east_lower_corner;
  
  PacTile box_top_left_corner(spriteSet["box_top_left_corner"], "WALL");
  tileSet["box_top_left_corner"] = &box_top_left_corner;
  
  PacTile top_right_corner(spriteSet["top_right_corner"], "WALL");
  tileSet["top_right_corner"] = &top_right_corner;
  
  PacTile weird_north_right_corner(spriteSet["weird_north_right_corner"], "WALL");
  tileSet["weird_north_right_corner"] = &weird_north_right_corner;
  
  PacTile box_top_right_corner(spriteSet["box_top_right_corner"], "WALL");
  tileSet["box_top_right_corner"] = &box_top_right_corner;
  
  PacTile bottom_right_corner(spriteSet["bottom_right_corner"], "WALL");
  tileSet["bottom_right_corner"] = &bottom_right_corner;
  
  PacTile box_bottom_right_corner(spriteSet["box_bottom_right_corner"], "WALL");
  tileSet["box_bottom_right_corner"] = &box_bottom_right_corner;
  
  PacTile bottom_left_corner(spriteSet["bottom_left_corner"], "WALL");
  tileSet["bottom_left_corner"] = &bottom_left_corner;
  
  PacTile box_bottom_left_corner(spriteSet["box_bottom_left_corner"], "WALL");
  tileSet["box_bottom_left_corner"] = &box_bottom_left_corner;
  
  PacTile top_edge(spriteSet["top_edge"], "WALL");
  tileSet["top_edge"] = &top_edge;
  
  PacTile box_top_edge(spriteSet["box_top_edge"], "WALL");
  tileSet["box_top_edge"] = &box_top_edge;
  
  PacTile left_edge(spriteSet["left_edge"], "WALL");
  tileSet["left_edge"] = &left_edge;
  
  PacTile inner_left_edge(spriteSet["inner_left_edge"], "WALL");
  tileSet["inner_left_edge"] = &inner_left_edge;
  
  PacTile right_edge(spriteSet["right_edge"], "WALL");
  tileSet["right_edge"] = &right_edge;
  
  PacTile inner_right_edge(spriteSet["inner_right_edge"], "WALL");
  tileSet["inner_right_edge"] = &inner_right_edge;
  
  PacTile bottom_edge(spriteSet["bottom_edge"], "WALL");
  tileSet["bottom_edge"] = &bottom_edge;
  
  PacTile box_bottom_edge(spriteSet["box_bottom_edge"], "WALL");
  tileSet["box_bottom_edge"] = &box_bottom_edge;
  
  // House tiles!
  PacTile house_top_right_corner(spriteSet["house_top_right_corner"], "WALL");
  tileSet["house_top_right_corner"] = &house_top_right_corner;
  
  PacTile house_bottom_right_corner(spriteSet["house_bottom_right_corner"], "WALL");
  tileSet["house_bottom_right_corner"] = &house_bottom_right_corner;
  
  PacTile house_top_left_corner(spriteSet["house_top_left_corner"], "WALL");
  tileSet["house_top_left_corner"] = &house_top_left_corner;
  
  PacTile house_bottom_left_corner(spriteSet["house_bottom_left_corner"], "WALL");
  tileSet["house_bottom_left_corner"] = &house_bottom_left_corner;
  
  PacTile door(spriteSet["door"], "WALL");
  tileSet["door"] = &door;
  
  PacTile floor(spriteSet["floor"], "FLOOR");
  tileSet["floor"] = &floor;
  
  // Load up the map!
  Map map(sf::Vector2<double>(0, 0), sf::Vector2<int>(28, 31), TILE_WIDTH);
  map.configureMap(tileSet);
  
  // Create a graphical text to display
  /*sf::Font font;
  if (!font.loadFromFile(resourcePath() + "sansation.ttf")) {
    return EXIT_FAILURE;
  }

  // Load a music to play
  sf::Music music;
  if (!music.openFromFile(resourcePath() + "nice_music.ogg")) {
    return EXIT_FAILURE;
  }*/
  
  // Declare the ghosts!
  Pinky pinky(sf::Vector2<double>(0, 0), "HOME");
  Blinky blinky(sf::Vector2<double>(0, 0), "HOME");
  Inky inky(sf::Vector2<double>(0, 0), "HOME");
  Sue sue(sf::Vector2<double>(0, 0), "HOME");
  
  // Game variables
  // Assemble the PacMan!
  PacMan pacman(1, 1, 1, 60, map);
  std::vector<sf::Sprite> pacUpSprites;
  std::vector<sf::Sprite> pacDownSprites;
  std::vector<sf::Sprite> pacLeftSprites;
  std::vector<sf::Sprite> pacRightSprites;
  
  pacUpSprites.push_back(spriteSet["pacUp0"]);
  pacUpSprites.push_back(spriteSet["pacUp1"]);
  pacUpSprites.push_back(spriteSet["pacUp2"]);
  pacUpSprites.push_back(spriteSet["pacUp1"]);
  
  pacDownSprites.push_back(spriteSet["pacDown0"]);
  pacDownSprites.push_back(spriteSet["pacDown1"]);
  pacDownSprites.push_back(spriteSet["pacDown2"]);
  pacDownSprites.push_back(spriteSet["pacDown1"]);
  
  pacLeftSprites.push_back(spriteSet["pacLeft0"]);
  pacLeftSprites.push_back(spriteSet["pacLeft1"]);
  pacLeftSprites.push_back(spriteSet["pacLeft2"]);
  pacLeftSprites.push_back(spriteSet["pacLeft1"]);
  
  pacRightSprites.push_back(spriteSet["pacRight0"]);
  pacRightSprites.push_back(spriteSet["pacRight1"]);
  pacRightSprites.push_back(spriteSet["pacRight2"]);
  pacRightSprites.push_back(spriteSet["pacRight1"]);
  
  pacman.setUpSprites(pacUpSprites, 4);
  pacman.setDownSprites(pacDownSprites, 4);
  pacman.setLeftSprites(pacLeftSprites, 4);
  pacman.setRightSprites(pacRightSprites, 4);
  pacman.setVelocity(sf::Vector2<double>(0.0, 1.0));
  pacman.initialize("RIGHT");
  
  
  // Play the music
  // music.play();
  
  // Start the game loop
  while (window.isOpen()) {
    // Process events
    sf::Event event;
    while (window.pollEvent(event)) {
      // Close window: exit
      if (event.type == sf::Event::Closed) {
        window.close();
      }

      // Escape pressed: exit
      if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape) {
        window.close();
      }
    }
    
    pacman.update(map);

    // DRAWING THE SCREEN
    window.clear();
    
    // Draw the map
    drawMap(&window, map);
    
    // Then, draw any pellets / fruits, those type things
    
    // Then, draw the ghosts
    
    // Then, draw pacman
    window.draw(pacman.getSprite());
    
    // Update the window
    window.display();
  }

  return EXIT_SUCCESS;
}