static void PlayGame() { Uint8 *keystate; int quit = 0; int turn; int prev_ticks = 0, cur_ticks = 0; /* for keeping track of timing */ /* framerate counter variables */ int start_time, end_time; int frames_drawn = 0; /* Start audio playback. */ StartAudio(); StartMusic(); /* Start the music update thread. */ music_update_thread = SDL_CreateThread(UpdateMusicThread, NULL); if (music_update_thread == NULL) { printf("Unable to start music update thread.\n"); } prev_ticks = SDL_GetTicks(); start_time = time(NULL); while (quit == 0) { /* Determine how many milliseconds have passed since the last frame, and update our motion scaling. */ prev_ticks = cur_ticks; cur_ticks = SDL_GetTicks(); time_scale = (double)(cur_ticks-prev_ticks)/30.0; /* Update SDL's internal input state information. */ SDL_PumpEvents(); /* Grab a snapshot of the keyboard. */ keystate = SDL_GetKeyState(NULL); /* Respond to input. */ if (keystate[SDLK_q] || keystate[SDLK_ESCAPE]) quit = 1; /* Left and right arrow keys control turning. */ turn = 0; if (keystate[SDLK_LEFT]) turn += 15; if (keystate[SDLK_RIGHT]) turn -= 15; /* Forward and back arrow keys activate thrusters. */ player.accel = 0; if (keystate[SDLK_UP]) player.accel = PLAYER_FORWARD_THRUST; if (keystate[SDLK_DOWN]) player.accel = PLAYER_REVERSE_THRUST; /* Spacebar slows the ship down. */ if (keystate[SDLK_SPACE]) { player.velocity *= 0.8; } /* Just an amusing way to test the particle system. */ if (keystate[SDLK_e]) { CreateParticleExplosion( player.world_x, player.world_y, 255, 255, 255, 10, 300); CreateParticleExplosion( player.world_x, player.world_y, 255, 0, 0, 5, 100); CreateParticleExplosion( player.world_x, player.world_y, 255, 255, 0, 2, 50); } /* Allow a turn of four degrees per frame. */ player.angle += turn * time_scale; if (player.angle < 0) player.angle += 360; if (player.angle >= 360) player.angle -= 360; /* Update the player's position. */ UpdatePlayer(&player); UpdatePlayer(&opponent); /* Make the camera follow the player (but impose limits). */ camera_x = player.world_x - SCREEN_WIDTH/2; camera_y = player.world_y - SCREEN_HEIGHT/2; if (camera_x < 0) camera_x = 0; if (camera_x >= WORLD_WIDTH-SCREEN_WIDTH) camera_x = WORLD_WIDTH-SCREEN_WIDTH-1; if (camera_y < 0) camera_y = 0; if (camera_y >= WORLD_HEIGHT-SCREEN_HEIGHT) camera_y = WORLD_HEIGHT-SCREEN_HEIGHT-1; /* Update the particle system. */ UpdateParticles(); /* Keep OpenAL happy. */ UpdateAudio(&player, &opponent); /* Redraw everything. */ DrawBackground(screen, camera_x, camera_y); DrawParallax(screen, camera_x, camera_y); DrawParticles(screen, camera_x, camera_y); DrawPlayer(&player); DrawPlayer(&opponent); /* Flip the page. */ SDL_Flip(screen); frames_drawn++; } end_time = time(NULL); if (start_time == end_time) end_time++; /* Display the average framerate. */ printf("Drew %i frames in %i seconds, for a framerate of %.2f fps.\n", frames_drawn, end_time-start_time, (float)frames_drawn/(float)(end_time-start_time)); /* Terminate the music update thread. */ if (music_update_thread != NULL) { SDL_KillThread(music_update_thread); music_update_thread = NULL; } /* Stop audio playback. */ StopAudio(); StopMusic(); }
static void PlayGame() { Uint8 *keystate; int quit = 0; int turn; int prev_ticks = 0, cur_ticks = 0; /* for keeping track of timing */ int awaiting_respawn = 0; /* framerate counter variables */ int start_time, end_time; int frames_drawn = 0; /* respawn timer */ int respawn_timer = -1; prev_ticks = SDL_GetTicks(); start_time = time(NULL); /* Reset the score counters. */ player.score = 0; opponent.score = 0; /* Start sound playback. */ StartAudio(); StartMusic(); /* Start the music update thread. */ music_update_thread = SDL_CreateThread(UpdateMusicThread, NULL); if (music_update_thread == NULL) { printf("Unable to start music update thread.\n"); } /* Start the game! */ while ((quit == 0) && network_ok) { /* Determine how many milliseconds have passed since the last frame, and update our motion scaling. */ prev_ticks = cur_ticks; cur_ticks = SDL_GetTicks(); time_scale = (double)(cur_ticks-prev_ticks)/30.0; /* Update SDL's internal input state information. */ SDL_PumpEvents(); /* Grab a snapshot of the keyboard. */ keystate = SDL_GetKeyState(NULL); /* Lock the mutex so we can access the player's data. */ SDL_LockMutex(player_mutex); /* If this is a network game, take note of variables set by the network thread. These are handled differently for a scripted opponent. */ if (opponent_type == OPP_NETWORK) { /* Has the opponent respawned? */ if (network_opponent_respawn) { printf("Remote player has respawned.\n"); opponent.shields = 100; network_opponent_respawn = 0; awaiting_respawn = 0; } /* Has the local player been hit? */ if (local_player_hit) { local_player_hit--; player.shields -= PHASER_DAMAGE; ShowPhaserHit(&player); /* No need to check for death, the other computer will tell us. */ } } /* Update phasers. */ player.firing -= time_scale; if (player.firing < 0) player.firing = 0; opponent.firing -= time_scale; if (opponent.firing < 0) opponent.firing = 0; ChargePhasers(&player); /* If the local player is destroyed, the respawn timer will start counting. During this time the controls are disabled and explosion sequence occurs. */ if (respawn_timer >= 0) { respawn_timer++; if (respawn_timer >= ((double)RESPAWN_TIME / time_scale)) { respawn_timer = -1; InitPlayer(&player); /* Set the local_player_respawn flag so the network thread will notify the opponent of the respawn. */ local_player_respawn = 1; SetStatusMessage("GOOD LUCK, WARRIOR!"); } } /* Respond to input and network events, but not if we're in a respawn. */ if (respawn_timer == -1) { if (keystate[SDLK_q] || keystate[SDLK_ESCAPE]) quit = 1; /* Left and right arrow keys control turning. */ turn = 0; if (keystate[SDLK_LEFT]) turn += 10; if (keystate[SDLK_RIGHT]) turn -= 10; /* Forward and back arrow keys activate thrusters. */ player.accel = 0; if (keystate[SDLK_UP]) player.accel = PLAYER_FORWARD_THRUST; if (keystate[SDLK_DOWN]) player.accel = PLAYER_REVERSE_THRUST; /* Spacebar fires phasers. */ if (keystate[SDLK_SPACE]) { if (CanPlayerFire(&player)) { FirePhasers(&player); /* If it's a hit, either notify the opponent or exact the damage. Create a satisfying particle burst. */ if (!awaiting_respawn && CheckPhaserHit(&player,&opponent)) { ShowPhaserHit(&opponent); DamageOpponent(); /* If that killed the opponent, set the "awaiting respawn" state, to prevent multiple kills. */ if (opponent.shields <= 0 && opponent_type == OPP_NETWORK) awaiting_respawn = 1; } } } /* Turn. */ player.angle += turn * time_scale; if (player.angle < 0) player.angle += 360; if (player.angle >= 360) player.angle -= 360; /* If this is a network game, the remote player will tell us if we've died. Otherwise we have to check for failed shields. */ if (((opponent_type == OPP_NETWORK) && local_player_dead) || (player.shields <= 0)) { printf("Local player has been destroyed.\n"); local_player_dead = 0; /* Kaboom! */ KillPlayer(); /* Respawn. */ respawn_timer = 0; } } /* If this is a player vs. computer game, give the computer a chance. */ if (opponent_type == OPP_COMPUTER) { if (RunGameScript() != 0) { fprintf(stderr, "Ending game due to script error.\n"); quit = 1; } /* Check for phaser hits against the player. */ if (opponent.firing) { if (CheckPhaserHit(&opponent,&player)) { ShowPhaserHit(&player); player.shields -= PHASER_DAMAGE; /* Did that destroy the player? */ if (respawn_timer < 0 && player.shields <= 0) { KillPlayer(); respawn_timer = 0; } } } ChargePhasers(&opponent); UpdatePlayer(&opponent); } /* Update the player's position. */ UpdatePlayer(&player); /* Update the status information. */ SetPlayerStatusInfo(player.score, player.shields, player.charge); SetOpponentStatusInfo(opponent.score, opponent.shields); /* Make the camera follow the player (but impose limits). */ camera_x = player.world_x - SCREEN_WIDTH/2; camera_y = player.world_y - SCREEN_HEIGHT/2; if (camera_x < 0) camera_x = 0; if (camera_x >= WORLD_WIDTH-SCREEN_WIDTH) camera_x = WORLD_WIDTH-SCREEN_WIDTH-1; if (camera_y < 0) camera_y = 0; if (camera_y >= WORLD_HEIGHT-SCREEN_HEIGHT) camera_y = WORLD_HEIGHT-SCREEN_HEIGHT-1; /* Update the particle system. */ UpdateParticles(); /* Keep OpenAL happy. */ UpdateAudio(&player, &opponent); /* Redraw everything. */ DrawBackground(screen, camera_x, camera_y); DrawParallax(screen, camera_x, camera_y); DrawParticles(screen, camera_x, camera_y); if (opponent.firing) DrawPhaserBeam(&opponent, screen, camera_x, camera_y); if (player.firing) DrawPhaserBeam(&player, screen, camera_x, camera_y); if (respawn_timer < 0) DrawPlayer(&player); if (!awaiting_respawn) DrawPlayer(&opponent); UpdateStatusDisplay(screen); /* Release the mutex so the networking system can get it. It doesn't stay unlocked for very long, but the networking system should still have plenty of time. */ SDL_UnlockMutex(player_mutex); /* Flip the page. */ SDL_Flip(screen); frames_drawn++; } end_time = time(NULL); if (start_time == end_time) end_time++; /* Display the average framerate. */ printf("Drew %i frames in %i seconds, for a framerate of %.2f fps.\n", frames_drawn, end_time-start_time, (float)frames_drawn/(float)(end_time-start_time)); /* Terminate the music update thread. */ if (music_update_thread != NULL) { SDL_KillThread(music_update_thread); music_update_thread = NULL; } /* Stop audio playback. */ StopAudio(); StopMusic(); }
//----------------------------------------------------------------------------------------- // This tutorial does the follow XACT related steps: // // 1. Prepare to use XACT // 2. Start playing background music when the streaming wave bank is prepared // 3. Allow XACT to do work periodically when the message pump is idle // 4. Plays sounds using XACT upon a user event // 5. XACT shutdown and cleanup // // We will look at each of these steps in detail below. //----------------------------------------------------------------------------------------- INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT ) { // Register the window class HBRUSH hBrush = CreateSolidBrush( 0xFF0000 ); WNDCLASSEX wc = { sizeof( WNDCLASSEX ), 0, MsgProc, 0L, 0L, hInst, NULL, LoadCursor( NULL, IDC_ARROW ), hBrush, NULL, L"XACTTutorial", NULL }; RegisterClassEx( &wc ); // Create the application's window g_hWnd = CreateWindow( L"XACTTutorial", L"XACT Tutorial 2: Streaming", WS_OVERLAPPED | WS_VISIBLE | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, 500, 400, NULL, NULL, hInst, NULL ); SetTimer( g_hWnd, 0, 100, NULL ); // update the text every so often // Prepare to use XACT HRESULT hr; if( FAILED( hr = PrepareXACT() ) ) { if( hr == HRESULT_FROM_WIN32( ERROR_FILE_NOT_FOUND ) ) MessageBox( g_hWnd, L"Failed to init XACT because media not found.", L"XACT Tutorial", MB_OK ); else MessageBox( g_hWnd, L"Failed to init XACT.", L"XACT Tutorial", MB_OK ); CleanupXACT(); return 0; } // Book keeping - no song currently playing. g_audioState.nCurSongPlaying = -1; // Enter the message loop bool bGotMsg; MSG msg; msg.message = WM_NULL; while( WM_QUIT != msg.message ) { // Use PeekMessage() so we can use idle time to render the scene and call pEngine->DoWork() bGotMsg = ( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) != 0 ); if( bGotMsg ) { // Translate and dispatch the message TranslateMessage( &msg ); DispatchMessage( &msg ); } else { UpdateAudio(); Sleep( 10 ); // Yield CPU time to other apps. Note that this is not normally needed when rendering } } // Clean up UnregisterClass( L"XACT Tutorial", NULL ); CleanupXACT(); return 0; }