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Revision 294

trying to isolate game

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proj.c
29 29
#include "bullet.h"
30 30
#include "map1.h"
31 31

  
32
#include "errors.h"
33

  
32 34
#include "list.h"
33 35

  
34 36
int main(int argc, char* argv[]) {
......
46 48
    return 0;
47 49
}
48 50

  
51
font_t               *consolas      = NULL;
52
basic_sprite_t       *bsp_crosshair = NULL;
53
basic_sprite_t       *bsp_shooter   = NULL;
54
basic_sprite_t       *bsp_pistol    = NULL;
55
basic_sprite_t       *bsp_nothing   = NULL;
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basic_sprite_t       *bsp_bullet    = NULL;
57
map_t                *map1          = NULL;
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sprite_t             *sp_crosshair  = NULL;
59

  
60
static int (game)(void);
61

  
49 62
int(proj_main_loop)(int argc, char *argv[]) {
50 63

  
51 64
    int r;
52 65

  
53
    font_t *consolas = font_ctor("/home/lcom/labs/proj/media/font/Consolas/xpm2");
66
    consolas = font_ctor("/home/lcom/labs/proj/media/font/Consolas/xpm2");
54 67
    if(consolas == NULL){ printf("Failed to load consolas\n"); return 1; }
55 68

  
56 69
    /// subscribe interrupts
......
66 79
    #endif
67 80

  
68 81
    /// Load stuff
69
    basic_sprite_t       *bsp_crosshair = NULL;
70
    basic_sprite_t       *bsp_shooter   = NULL;
71
    basic_sprite_t       *bsp_pistol    = NULL;
72
    basic_sprite_t       *bsp_nothing   = NULL;
73
    basic_sprite_t       *bsp_bullet    = NULL;
74
    map_t                *map1          = NULL;
75
    sprite_t             *sp_crosshair  = NULL;
76 82
    {
77 83
        #ifndef DIOGO
78 84
            graph_clear_screen();
......
120 126

  
121 127
    #ifndef DIOGO
122 128
        //uint32_t refresh_count_value = sys_hz() / REFRESH_RATE;
123
        double angle; // mouse angle
124
        int32_t *mouse_x = get_mouse_X(), *mouse_y = get_mouse_Y();
125 129
        uint8_t last_lb = 0;
126 130
        struct packet pp;
127 131
        keys_t *keys = get_key_presses();
......
163 167
                                    graph_clear_screen();
164 168
                                    switch(menu_update_state(main_menu, click)){
165 169
                                        case -1: game_state = MENU; break;
166
                                        case  0: game_state = GAME; break;
170
                                        case  0: game_state = GAME; game(); break;
167 171
                                        case  1: game_state = TEST; break;
168 172
                                        case  2: game_state = EXIT; break;
169 173
                                    }
......
171 175

  
172 176
                                    click = 0;
173 177

  
174
                                    sprite_set_pos(sp_crosshair, *mouse_x, *mouse_y);
178
                                    sprite_set_pos(sp_crosshair, *get_mouse_X(), *get_mouse_Y());
175 179
                                    sprite_draw(sp_crosshair);
176 180
                                    graph_draw();
177 181
                                    break;
......
182 186
                                    update_game_state(map1, shooter_list, bullet_list);
183 187

  
184 188
                                    //update_scale();
185
                                    angle = get_mouse_angle(shooter1);
189
                                    double angle = get_mouse_angle(shooter1);
186 190
                                    gunner_set_angle(shooter1, angle - M_PI_2);
187 191

  
188 192
                                    ent_set_origin(gunner_get_x(shooter1)-ent_get_XLength()/2.0,
......
195 199

  
196 200
                                    text_draw(in_game_timer->text);
197 201

  
198
                                    sprite_set_pos(sp_crosshair, *mouse_x, *mouse_y);
202
                                    sprite_set_pos(sp_crosshair, *get_mouse_X(), *get_mouse_Y());
199 203
                                    sprite_draw(sp_crosshair);
200 204
                                    graph_draw();
201 205
                                    break;
......
321 325

  
322 326
    return 0;
323 327
}
328

  
329
static int (game)(void){
330
    return SUCCESS;
331
}

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