// main menu void startMenu() { int menuNum=0; char key; system("cls"); setWindowSize(); startImage(); while(1) { Sleep(200); if(kbhit()) { key=getch(); if(key=='1'||key=='2'||key=='3') break; } } if(key=='1') { startGame(); return; } else if (key=='2') { showRank(); Sleep(2000); startMenu(); return; }else if(key=='3') exit; return; }
void main(void) //using 0 { EA = 0; PLLCON&=PLLCON_VAL;//настройка частоты процессора RestoreCalibrate(); RestoreSettings(); // ChannelsInit();//инициализация настроек каналов Protocol_Init(); Timer1_Initialize(); //таймер шедулера 200Гц ADC_Initialize(); UART_Init(); WDT_Init(WDT_2000);//включить сторожевой таймер PT_INIT(&pt_sort); startMenu(); EA=1; while(1) { ulongsort_process(&pt_sort); DisplayProcess(&pt_display); WDT_Process(&pt_wdt); KeyboardProcess(&pt_keyboard); } }
void loopMenu(word table[]) { int choice = 0; while (choice < 49 || choice > 52) { choice = startMenu(); } switch(choice) { case 49: fichier = fopen("word_database.txt", "a"); if(fichier == NULL) { printf("[ERROR] Can't opening the file.\n"); break; } encode(table); break; case 50: frenchToEnglish(table); break; case 51: break; case 52: break; default: printf("I knew that you're a stupid user but at this point it's very incredible !\n"); break; } fclose(fichier); }
int main(void) { startMenu(); help(); GAME(); return 0; }
main( ) { // 출력 콘솔창의 크기를 가로 30, 세로 50 line 으로 설정한다. system( "mode con:cols=50 lines=30" ); // 출력 콘솔창의 제목을 설정한다. system( "title 지각맨~Late Man~" ); // GameManager.c 의 startMenu() 함수 호출. startMenu( ); }
// gameMissionCheck void gameOver(int level) { char name[10]; system("cls"); gotoxy(35,15); printf("GameOver\n"); Sleep(1000); writeRank(level); startMenu(); return; }
void backToMenu() { on_space = NULL; on_mouse_left = NULL; endIngameGUI(); stopSnow(); wait(1); //error("loading menu"); pssm_run(0); wait(1); level_load("menuLevel2.wmb"); startMenu(); }
//Display the game over menu void displayGameOverMenu(Player *player) { int userChoice; int flag = 0; int i = 0; system("cls"); while(flag < 10){ for(i = 0; i < 15; i++){ Sleep(10); system("cls"); color(i, 0); printf("#####################################\n"); printf("############# GAME OVER #############\n"); printf("#####################################\n"); printf("\nYour score is -> %d\n", player->score); printf("Dungeon(s) done : %d\n", player->nbrDungeons); printf("You killed %d monster(s)...\n", player->nbrKills); } flag++; } if(player->life > 0){ printf("\nYou still have %d life(s)\n", player->life); printf("Would you like to continue ?\n"); printf("1 : yes\n2 : No\n"); userChoice = userInputInt(); switch(userChoice){ case 1: player->life--; player->health = player->maxHP; player->gold = 0; setPotionAtStart(player); displayMainMenu(player); break; default: break; } } printf("You are dead, you finished the game with :\n"); printf("Score -> %d\n", player->score); printf("Kills -> %d\n", player->nbrKills); printf("Dungeon(s) -> %d\n", player->nbrDungeons); printf("Try to do better next time...\n"); Sleep(5000); startMenu(); }
void MenuHandler( void *pvParameters ) { unsigned int key; unsigned char str[20]=""; LCD_INIT (); startMenu(); while(1) { if( xKeySemaphore != NULL ) { if( xSemaphoreTake( xKeySemaphore, ( portTickType ) 10 ) == pdTRUE ) { if( xKeyQueue != 0 ) { if( xQueueReceive( xKeyQueue, &( key ), ( portTickType ) 10 ) ) { sprintf(&str,"%i",key); // LCD_STRING (&str); if((key&GPIO_Pin_10)==0) { Menu_Previous(); } if((key&GPIO_Pin_11)==0) { Menu_Next(); } if((key&GPIO_Pin_12)==0) { Menu_Child(); } if((key&GPIO_Pin_0)==1) { Menu_Parent(); } } } } else { } } vTaskDelay(10); } }
//Main menu in town void displayMainMenu(Player *player) { int userChoice = 0; system("cls"); color(10, 0); printf("<< IN TOWN >>\n\n"); printf("----------------------------------\n"); printf("Here are all the things you can do :\n"); printf("--------------------------------------\n\n"); color(11, 0); printf("1 - Empty an infested Dungeon\n"); color(14, 0); printf("2 - Go to the tavern if you want to buy new stuff or potions\n"); color(15, 0); printf("3 - Display player menu\n"); color(12, 0); printf("4 - Save and quit\n"); color(15, 0); while(1){ userChoice = userInputInt(); switch(userChoice){ case 1: goThroughDungeon(player); break; case 2: goToTavern(player); break; case 3: menu_player(player, 0); break; case 4: saveYourGame(player); startMenu(); break; default: printf("Please enter a correct entry !\n"); Sleep(1500); displayMainMenu(player); break; } } }
//First menu where you can start or load int startMenu() { Player* newPlayer; int userChoice = 0; system("cls"); color(12, 0); printf("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n"); printf("~~~ ~~~\n"); printf("~~~ *** LOST IN A DUNGEON *** ~~~\n"); printf("~~~ BY ~~~\n"); printf("~~~ --- EX@W --- ~~~\n"); printf("~~~ ~~~\n"); printf("~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n"); color(15, 0); printf("\n\n"); printf("Would you like to continue a story or start a new one? \n"); printf("-------------------------------------------------------\n"); printf("1 : New Game\n"); printf("2 : Load Game\n\n"); printf("Press enter to exit the game...\n"); userChoice = userInputInt(); switch(userChoice){ case 1: startNewGame(); break; case 2: newPlayer = loadYourGame(); displayMainMenu(newPlayer); break; case 0: exit (0); default: printf("Please enter a correct entry...\n"); Sleep(2000); startMenu(); break; } return (0); }
int main() { srand(time(0)); ResourceHolder<sf::Font, Fonts::ID> fonts; ResourceHolder<sf::Texture, Textures::ID> textures; //ResourceHolder<sf::SoundBuffer, Sounds::ID> sounds; try { fonts.load(Fonts::WhiteRabbit, "Assets/whiterabbit.ttf"); textures.load(Textures::Buttons, "Assets/buttons.png"); textures.load(Textures::Timtam, "Assets/cmcquiz.png"); } catch(std::runtime_error &e) { //would be better off using a log file for release code. return 1; } Window mainWindow(sf::Vector2f(800, 600), "Soft Eng Game"); Button mainPlayButton(textures.get(Textures::Buttons), sf::Vector2f(250, 75), sf::Vector2f(25, 500), sf::IntRect(0, 0, 250, 75), sf::IntRect(0, 75, 250, 75)); Button mainQuitButton(textures.get(Textures::Buttons), sf::Vector2f(250, 75), sf::Vector2f(525, 500), sf::IntRect(0, 150, 250, 75), sf::IntRect(0, 225, 250, 75)); //QuizSelect stuff Button quizMenuContinue(textures.get(Textures::Buttons), sf::Vector2f(250, 75), sf::Vector2f(250, 500), sf::IntRect(0, 300, 250, 75), sf::IntRect(0, 375, 250, 75)); sf::Text selectQuiz("Select Quiz", fonts.get(Fonts::WhiteRabbit), 24); selectQuiz.setPosition(150, 150); sf::Text selectTime("Select Time", fonts.get(Fonts::WhiteRabbit), 24); selectTime.setPosition(500, 150); std::vector<QuestionButton> quizButtons; std::vector<std::string> quizFilenames; Util::getFilenamesInDir(quizFilenames, "Quizes"); for(int i = 0; i < quizFilenames.size(); i++) { quizButtons.push_back(QuestionButton(quizFilenames[i], fonts.get(Fonts::WhiteRabbit), 24, sf::Vector2f(200, 100), sf::Vector2f(100, 200 +( i * 100)), sf::Color(116, 40, 148, 255), sf::Color(181, 103, 214, 255))); } std::vector<QuestionButton> timerButtons; timerButtons.push_back(QuestionButton("15", fonts.get(Fonts::WhiteRabbit), 48, sf::Vector2f(200, 100), sf::Vector2f(500, 200), sf::Color(116, 40, 148, 255), sf::Color(181, 103, 214, 255))); timerButtons.push_back(QuestionButton("25", fonts.get(Fonts::WhiteRabbit), 48, sf::Vector2f(200, 100), sf::Vector2f(500, 300), sf::Color(116, 40, 148, 255), sf::Color(181, 103, 214, 255))); timerButtons.push_back(QuestionButton("35", fonts.get(Fonts::WhiteRabbit), 48, sf::Vector2f(200, 100), sf::Vector2f(500, 400), sf::Color(116, 40, 148, 255), sf::Color(181, 103, 214, 255))); //EndMenu Stuff Button endRetry(textures.get(Textures::Buttons), sf::Vector2f(250, 75), sf::Vector2f(25, 500), sf::IntRect(0, 450, 250, 75), sf::IntRect(0, 525, 250, 75)); Button endQuit(textures.get(Textures::Buttons), sf::Vector2f(250, 75), sf::Vector2f(525, 500), sf::IntRect(0, 150, 250, 75), sf::IntRect(0, 225, 250, 75)); sf::Vector2f endLogoPos(100, 0); std::vector<QuestionButton> endAnswers; endAnswers.push_back(QuestionButton("", fonts.get(Fonts::WhiteRabbit), 24, sf::Vector2f(640, 120), sf::Vector2f(80, 120), sf::Color(116, 40, 148, 255), sf::Color(116, 40, 148, 255))); endAnswers.push_back(QuestionButton("", fonts.get(Fonts::WhiteRabbit), 24, sf::Vector2f(640, 120), sf::Vector2f(80, 250), sf::Color::Green, sf::Color::Green)); endAnswers.push_back(QuestionButton("", fonts.get(Fonts::WhiteRabbit), 24, sf::Vector2f(640, 120), sf::Vector2f(80, 380), sf::Color::Red, sf::Color::Red)); //MAIN MENU Menu startMenu(mainWindow.getWindow(), mainPlayButton, mainQuitButton, 10, 20, 15, 45, textures.get(Textures::Timtam), sf::Vector2f(75, 200)); bool play = startMenu.run(); while(play) { play = false; //quiz reader, gets a list of quizes from a dir and displays them. //pick one and return with that number. //pick a filename / quiz file. std::string quizFile; //QUIZ CHOICE AND TIMER MENU QuizMenu quizMenu(mainWindow.getWindow(), quizMenuContinue, selectQuiz, selectTime, quizButtons, timerButtons, textures.get(Textures::Timtam), sf::Vector2f(100, 0)); int timeToAns = 0; timeToAns = quizMenu.run(quizFile); //use the quiz at that index. if(timeToAns == 15 || timeToAns == 25 || timeToAns == 35) { //get the list of Q's Quiz quiz = Util::getQuiz("Quizes/" + quizFile, timeToAns); std::vector<QuestionButton> questionButtons; questionButtons.push_back(QuestionButton("", fonts.get(Fonts::WhiteRabbit), 18, sf::Vector2f(640, 120), sf::Vector2f(80, 210), sf::Color(116, 40, 148, 255), sf::Color(116, 40, 148, 255))); questionButtons.push_back(QuestionButton("", fonts.get(Fonts::WhiteRabbit), 18, sf::Vector2f(300, 120), sf::Vector2f(80, 340), sf::Color(116, 40, 148, 255), sf::Color(181, 103, 214, 255))); questionButtons.push_back(QuestionButton("", fonts.get(Fonts::WhiteRabbit), 18, sf::Vector2f(300, 120), sf::Vector2f(80, 470), sf::Color(116, 40, 148, 255), sf::Color(181, 103, 214, 255))); questionButtons.push_back(QuestionButton("", fonts.get(Fonts::WhiteRabbit), 18, sf::Vector2f(300, 120), sf::Vector2f(420, 340), sf::Color(116, 40, 148, 255), sf::Color(181, 103, 214, 255))); questionButtons.push_back(QuestionButton("", fonts.get(Fonts::WhiteRabbit), 18, sf::Vector2f(300, 120), sf::Vector2f(420, 470), sf::Color(116, 40, 148, 255), sf::Color(181, 103, 214, 255))); std::vector<AnswerCombo> answers; Game game(&mainWindow.getWindow(), quiz, questionButtons, sf::Sprite(textures.get(Textures::Timtam), sf::IntRect(0, 0, textures.get(Textures::Timtam).getSize().x, textures.get(Textures::Timtam).getSize().y)), fonts.get(Fonts::WhiteRabbit), 32, sf::Color::Black); answers = game.run(); if(answers.size() > 0) { //takes in answers. EndMenu endMenu(&mainWindow.getWindow(), endRetry, endQuit, textures.get(Textures::Timtam), endLogoPos, answers, endAnswers); play = endMenu.run(); } } } return 0; }
//Starting block of the program int main(int argc, char *argv[]) { startMenu(); return(0); }
int main(int argc, char *argv[]) { pthread_t recvThread; srand(time(NULL)); GameState gamestate; SDL_Window *window=NULL; // Declare a window SDL_Renderer *renderer=NULL; // Declare a renderer Entity tempEntity; SDL_Init(SDL_INIT_EVERYTHING); // Initialize SDL2 //srandom((int)time(NULL)); //Create an application window with the following settings: window = SDL_CreateWindow("Game Window", // window title SDL_WINDOWPOS_UNDEFINED, // initial x position SDL_WINDOWPOS_UNDEFINED, // initial y position SCREEN_WIDTH, // width, in pixels SCREEN_HEIGHT, // height, in pixels 0 // flags ); renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); gamestate.renderer=renderer; SDL_Rect cameraScene= {0,0,SCREEN_WIDTH,SCREEN_HEIGHT}; gamestate.nrOfAi=0; loadMedia(&gamestate); ///load images to textures // The window is open: enter program loop (see SDL_PollEvent) /**Event loop*/ int done = 0; // NEDANSTÅENDE SKA BLI EN FUNKTION SOM LIGGER I GAMENET // TODO GÖR 96x96 for(int i = 0;i<100;i++) // initializera ai token listan gamestate.aiEntityToken[i]=0; //Event loop while(1){ for(int i = 0;i<100;i++) // initializera ai token listan gamestate.aiEntityToken[i]=0; threadJoinQuerry = 0; startMenu(renderer,&gamestate); gamestate.castle=createEntity(&tempEntity,896,508,96,96,500.0); while(!done) ///main game loop { for(int i=0;i<maxPlayers;i++){ if(gamestate.playerEntityToken[i]!=0){ gamestate.playerEntity[i].mPosX=getAIPositionX(&gamestate.playerEntity[i]); /// get last mainplayers position gamestate.playerEntity[i].mPosY=getAIPositionY(&gamestate.playerEntity[i]); //coPlayerControll(&gamestate.playerEntity[i]); } } for(int i=0;i<=highestId;i++){ if(gamestate.aiEntityToken[i]!=0){ if(gamestate.AiEntity[i].hpData.currentHp <= 0){ gamestate.aiEntityToken[i] = 0; } } } for(int i=0;i<=highestId;i++){ gamestate.AiEntity[i].mPosX=getAIPositionX(&gamestate.AiEntity[i]); ///AI data gamestate.AiEntity[i].mPosY=getAIPositionY(&gamestate.AiEntity[i]); AITTick(&gamestate.AiEntity[i]); /// AI changes position and checks collision if(gamestate.aiEntityToken[i]!=0){ if(checkIFObjectHit(&gamestate.playerEntity[gamestate.mySlot].attack, &gamestate.AiEntity[i].object.rect)){//Kollar om spelarens attack kolliderar med AIn giveDamage(&gamestate,i); resetAttack(&gamestate.playerEntity[gamestate.mySlot].attack); } } } done = processEvents(window, &gamestate); cameraScene.x=(getmPosX(&gamestate.playerEntity[gamestate.mySlot])+ 20/2)-SCREEN_WIDTH/2; cameraScene.y=(getmPosY(&gamestate.playerEntity[gamestate.mySlot])+20/2)-SCREEN_HEIGHT/2; if( cameraScene.x < 0 ) /// cameraScren follows main player { cameraScene.x = 0; } if( cameraScene.y < 0 ) { cameraScene.y = 0; } if( cameraScene.x > LEVEL_WIDTH - cameraScene.w ) { cameraScene.x = LEVEL_WIDTH - cameraScene.w; } if( cameraScene.y > LEVEL_HEIGHT - cameraScene.h ) { cameraScene.y = LEVEL_HEIGHT - cameraScene.h; } //Render display doRender(renderer, &gamestate,cameraScene); /// renderer Ai , players and map //don't burn up the CPU //SDL_Delay(10); ///***************if players position x,y changes -> send to server***********/// if(getmPosX(&gamestate.playerEntity[gamestate.mySlot])!=gamestate.playerEntity[gamestate.mySlot].mPosX || getmPosY(&gamestate.playerEntity[gamestate.mySlot])!=gamestate.playerEntity[gamestate.mySlot].mPosY){ printf("Attempting to update player movement\n"); updatePlayerMovement(&gamestate); } ///*******'LOSS CONDITION*****//// if(gamestate.castle.hpData.currentHp<=0){ done=1; } } //TODO Rensa upp alla textures osv threadJoinQuerry = 1; pthread_join(recvThread,NULL); SDLNet_TCP_Close(gamestate.socket); lossMenu(renderer); } // Close and destroy the window SDL_DestroyTexture(gamestate.gTileTexture.mTexture); SDL_DestroyTexture(gamestate.mAiTexture); SDL_DestroyTexture(gamestate.playerEntity[0].object.mTexture); ///clear Textures SDL_DestroyTexture(gamestate.playerEntity[1].object.mTexture); SDL_DestroyWindow(window); SDL_DestroyRenderer(renderer); // Clean up SDL_Quit(); //pthread_join(recvThread,NULL); // close(gamestate.socket); return 0; }
void main() { sysInit(); wait(1); level_load("menuLevel2.wmb"); startMenu(); }
void llm::Menu::desactive() { startMenu( false ); pauseMenu( false ); }
//------------------------------------------------------------------------------ // run //------------------------------------------------------------------------------ // Uppgift: Funktion som startar igång programmet genom att visa upp menyn. // Indata : (void) // Utdata : (void) //------------------------------------------------------------------------------ void TestApp::run() { startMenu(); }
void createMenu() { startMenu(); { startSubMenu("View"); { startSubMenu("Presets"); { for (int i = 0; i < PRESET_COUNT; ++i) { createMenuEntry(getPresetName(i), setPreset, i); } } endSubMenu(); startSubMenu("Screen Layout"); { createMenuEntry("Side by Side", setScreenLayout, (int)SIDE_BY_SIDE); createMenuEntry("Overlay", setScreenLayout, (int)OVERLAY); } endSubMenu(); startSubMenu("Depth"); { for (int i = 0; i < NUM_OF_DEPTH_TYPES; ++i) { createMenuEntry(g_DepthColoring[i], setDepthDrawing, i); } } endSubMenu(); startSubMenu("Image"); { for (int i = 0; i < NUM_OF_IMAGE_TYPES; ++i) { createMenuEntry(g_ImageColoring[i], setImageDrawing, i); } } endSubMenu(); createMenuEntry("Pointer Mode On/Off", togglePointerMode, 0); createMenuEntry("Show/Hide Background", toggleBackground, 0); createMenuEntry("Show/Hide Help Screen", toggleHelpScreen, 0); } endSubMenu(); startSubMenu("Device"); { startSubMenu("Streams"); { startSubMenu("Depth"); { createMenuEntry("On/Off", toggleDepthState, 0); startSubMenu("Registration"); { for (int i = 0; i < g_Registration.nValuesCount; ++i) { unsigned int nValue = g_Registration.pValues[i]; createMenuEntry(g_Registration.pValueToName[nValue], changeRegistration, nValue); } } endSubMenu(); startSubMenu("Resolution"); { createMenuEntry("QVGA", setDepthResolution, XN_RES_QVGA); createMenuEntry("VGA", setDepthResolution, XN_RES_VGA); } endSubMenu(); startSubMenu("FPS"); { createMenuEntry("25", setDepthFPS, 25); createMenuEntry("30", setDepthFPS, 30); createMenuEntry("60", setDepthFPS, 60); } endSubMenu(); createMenuEntry("Reset Cropping", resetDepthCropping, 0); } endSubMenu(); startSubMenu("Image"); { createMenuEntry("On/Off", toggleImageState, 0); startSubMenu("Resolution"); { createMenuEntry("QVGA", setImageResolution, XN_RES_QVGA); createMenuEntry("VGA", setImageResolution, XN_RES_VGA); createMenuEntry("SXGA", setImageResolution, XN_RES_SXGA); createMenuEntry("UXGA", setImageResolution, XN_RES_UXGA); } endSubMenu(); startSubMenu("FPS"); { createMenuEntry("25", setImageFPS, 25); createMenuEntry("30", setImageFPS, 30); createMenuEntry("60", setImageFPS, 60); } endSubMenu(); createMenuEntry("Reset Cropping", resetImageCropping, 0); } endSubMenu(); startSubMenu("IR"); { createMenuEntry("On/Off", toggleIRState, 0); startSubMenu("Resolution"); { createMenuEntry("QVGA", setIRResolution, XN_RES_QVGA); createMenuEntry("VGA", setIRResolution, XN_RES_VGA); createMenuEntry("SXGA", setIRResolution, XN_RES_SXGA); } endSubMenu(); startSubMenu("FPS"); { createMenuEntry("25", setIRFPS, 25); createMenuEntry("30", setIRFPS, 30); createMenuEntry("60", setIRFPS, 60); } endSubMenu(); createMenuEntry("Reset Cropping", resetIRCropping, 0); } endSubMenu(); startSubMenu("Primary Stream"); { for (int i = 0; i < g_PrimaryStream.nValuesCount; ++i) { createMenuEntry(g_PrimaryStream.pValues[i], changePrimaryStream, i); } } endSubMenu(); } endSubMenu(); createMenuEntry("Mirror", toggleMirror, 0); } endSubMenu(); startSubMenu("Capture"); { startSubMenu("Depth Format"); { for (int i = 0; i < g_DepthFormat.nValuesCount; ++i) { unsigned int nValue = g_DepthFormat.pValues[i]; createMenuEntry(g_DepthFormat.pIndexToName[i], captureSetDepthFormat, nValue); } } endSubMenu(); startSubMenu("Image Format"); { for (int i = 0; i < g_ImageFormat.nValuesCount; ++i) { unsigned int nValue = g_ImageFormat.pValues[i]; createMenuEntry(g_ImageFormat.pIndexToName[i], captureSetImageFormat, nValue); } } endSubMenu(); startSubMenu("IR Format"); { for (int i = 0; i < g_IRFormat.nValuesCount; ++i) { unsigned int nValue = g_IRFormat.pValues[i]; createMenuEntry(g_IRFormat.pIndexToName[i], captureSetIRFormat, nValue); } } endSubMenu(); createMenuEntry("Browse", captureBrowse, 0); createMenuEntry("Start", captureStart, 0); createMenuEntry("Start (5 sec delay)", captureStart, 5); createMenuEntry("Restart", captureRestart, 0); createMenuEntry("Stop", captureStop, 0); } endSubMenu(); startSubMenu("Statistics"); { createMenuEntry("Start Collecting", statisticsStart, 0); createMenuEntry("Stop Collecting", statisticsStop, 0); createMenuEntry("Clear", statisticsClear, 0); } endSubMenu(); startSubMenu("Player"); { createMenuEntry("Pause/Resume", togglePause, 0); createMenuEntry("Skip 1 frame forward", seek, 1); createMenuEntry("Skip 10 frame forward", seek, 10); createMenuEntry("Skip 1 frame backwards", seek, -1); createMenuEntry("Skip 10 frame backwards", seek, -10); } endSubMenu(); createMenuEntry("Quit", closeSample, ERR_OK); } endMenu(); }
void Main(){ //I don't know why,but the compiler of ADS1.2 never invoke the // constructor of global struct and class..... // So, I have to move these global variables to stack. // And initialize the EStyle here..... EG_DefaultStyle.m_cTextColor=EColor(30,30,30); EG_DefaultStyle.m_cFrameColor=EColor(100,150,200); EG_DefaultStyle.m_cContentColor=EColor(120,100,200); EG_DefaultStyle.m_cBackgroundColor=EColor(230,230,230); EG_DefaultStyle.m_cSelectColor=EColor(100,200,100); #ifdef EG_RICH_STYLE EG_DefaultStyle.m_fFont=EFont(1,1); #endif //EG_RICH_STYLE prog=0; timerScale=0; EDesktop desk; EWindow introWin("EGUI Guide\0",EPosition(0,0),ESize(127,63),true); EWindow secWin("Fun\0",EPosition(50,100),ESize(200,103),true); ELabel labelCtrl(EPosition(4,25),"Example of EGUI\0",16*8); EButton nextButn(NULL,EPosition(35,40),"Next>>\0",6*8); EIconButton icon(desktopIconCallback,EPosition(200,30),ESize(50,50),3,"Help!\0",false); EMenu startMenu("Start\0",50,EPosition(0,0),true); EMenu::EMenuItem startItem1,startItem2,startItem3; EPopupMenu popMenu; EPopupMenu::EPopupMenuItem popItem1,popItem2,popItem3; EEvent event; EButton progressButn(progressBtnCallback,EPosition(200,126),"+\0",12); EEdit editCtrl("a\0",false,EPosition(80,155),100); EProgress progress(0,EPosition(65,126),ESize(116,17)); pglbProgress=&progress; pDesktop=&desk; EG_LCDInit(); // Clear the buffer, set the buffer to 0 EG_LCDClearBuffer(); //GUI variable init... introWin.AddControl(&labelCtrl); introWin.AddControl(&nextButn); secWin.AddControl(&progress); secWin.AddControl(&progressButn); secWin.AddControl(&editCtrl); desk.AddWindow(&introWin); desk.AddWindow(&secWin); desk.AddIconButton(&icon); desk.AppendStartMenu(&startMenu); desk.AppendPopupMenu(&popMenu); startMenu.RemovedAllItems(); #ifdef EG_RICH_STYLE //make sure pIcon =0 when you add the items startItem1.m_piIcon=NULL; startItem2.m_piIcon=NULL; startItem3.m_piIcon=NULL; #endif //EG_RICH_STYLE startItem1.m_pcLabel[0]='\0'; startItem2.m_pcLabel[0]='\0'; startItem3.m_pcLabel[0]='\0'; startMenu.AddItem(&startItem1); startMenu.AddItem(&startItem2); startMenu.AddItem(&startItem3); startMenu.SetMenuItem(0,"Menu1\0",0,menu1Callback); startMenu.SetMenuItem(1,"Menu2\0",0,menu2Callback); startMenu.SetMenuItem(2,"Menu3\0",0,menu3Callback); #ifdef EG_RICH_STYLE //make sure pIcon =0 when you add the items popItem1.m_piIcon=NULL; popItem2.m_piIcon=NULL; popItem3.m_piIcon=NULL; #endif //EG_RICH_STYLE popItem1.m_pcLabel[0]='\0'; popItem2.m_pcLabel[0]='\0'; popItem3.m_pcLabel[0]='\0'; popMenu.AddItem(&popItem1); popMenu.AddItem(&popItem2); popMenu.AddItem(&popItem3); popMenu.SetPopupMenuItem(0,"PopupMenu1\0",0,popmenu1Callback); popMenu.SetPopupMenuItem(1,"PopupMenu2\0",0,popmenu2Callback); popMenu.SetPopupMenuItem(2,"PopupMenu3\0",0,popmenu3Callback); // Global Redraw upon the buffer desk.GlobalRedraw(); desk.SetCursorShape((unsigned char*)(&EG_DefaultCursorShape)); //BSP_UART_SendCongestionString(0,"Desktop Global Redraw!\n\0"); //labelCtrl.RedrawControl(); //nextButn.RedrawControl(); //EG_Graphic_DrawFilledRectangle(EPosition(12,23),ESize(50,80),EColor(0,255,0)); //EG_Graphic_DrawString(EPosition(100,100),"red\0",EColor(255,0,0)); //EG_Graphic_DrawString(EPosition(200,160),"blue\0",EColor(0,0,255)); //EG_Graphic_DrawFilledCircle(EPosition(70,70),30,EColor(255,0,0)); //EG_Graphic_DrawVerticalLine(EPosition(63,5),200,EColor(255,0,0)); //EG_Graphic_DrawHorizonLine(EPosition(8,3),200,EColor(0,0,255)); //EG_Graphic_DrawPoint(EPosition(100,100),EColor(255,0,0)); //EG_Graphic_DrawPoint(EPosition(100,102),EColor(255,0,0)); //EG_Graphic_DrawPoint(EPosition(102,100),EColor(255,0,0)); //EG_Graphic_DrawPoint(EPosition(102,102),EColor(255,0,0)); //EG_Graphic_DrawPoint(EPosition(104,100),EColor(255,0,0)); //EG_Graphic_DrawPoint(EPosition(104,104),EColor(255,0,0)); BSP_GPIO_Init(7,0x0000AAAA); BSP_UART_Init_HighCLK(0); BSP_ISR_Init(); BSP_Timer_Init(2,0x0000FF00,0x00000000); BSP_TimerSys_Init(0x0000F000); BSP_Timer_InterruptInit(2); BSP_Timer_Start(2); BSP_TouchScreen_Init(); BSP_TouchScreen_InterruptInit(); while(1){ if(EG_ReceiveEvent(&event)==0){ desk.SetCursorEvent(&event); } } }
////////////////////////////////////////////////////////////////////////////////////////////////// //<-------------- Program Function Start--------------> // program main void main(void) { startMenu(); return; }
// game Func void coinMove(int x,int y,int speed,int level) { int rightmove = 1; int leftmove = 0; int downline = 0; int dropheight =20; int gameCheck=1; double balance=41.5; double stackBalance=41.5; char key; YELLOW; while(1){ if(rightmove==1) { gotoxy(x,y); printf("▥▥▥▥"); Sleep(speed); x++; if(x==53) { rightmove=0; leftmove=1; } } if(leftmove==1) { gotoxy(x,y); printf("▥▥▥▥"); Sleep(speed); x--; if(x==23) { leftmove=0; rightmove=1; } } if(kbhit()) { key=getch(); if(key=='d') { coinClear((x-8),y); coinDown(x,dropheight); leftmove=0; rightmove=1; // checkBalanceFunc gameCheck = coinBalanceCheck(balance,stackBalance,x); if(gameCheck!=1) { gameOver(level); return; } balance=(balance+stackBalance)/2; coinStack(x,dropheight); dropheight--; x=23; } if(key=='q') { startMenu(); return; } } if(dropheight==15) { gameClear(level); return; } } }