#include #include "game.h" int main(int argc, char** argv) { cl_load_allegro_resources(); CLIENT_PARAMETRS parametrs = { // screen .num_adapter = 0, .scale_factor = 0.5, .fullscreen = false, .resolution = true, .width = 1280, .height = 540, .FPS = 60, // media .bitmaps_size = 8, .fonts_size = 4, .samples_size = 6, // interface .pairing_size = 13, .sound_size = 2, // network .enet_port = 9234, .enet_host = "127.0.0.1", // settings .effects_gain = 0.1, .music_gain = 0.1 }; CLIENT_DATA* data = cl_create_data(NULL, parametrs); cl_init_interfaces(&data->pairing); cl_load_media(&data->media); cl_init_media(data); al_start_timer(data->timer.al_timer); data->timer.time = al_current_time(); srand(time(NULL)); cl_change_state(data, MENU); while(!data->done) { al_wait_for_event(data->event.queue, &data->event.current); if(data->state == MENU) menu_handling(data); if(data->state == AUTORS) autors_handling(data); if(data->state == SINGLE) single_handling(data); if(data->state == NETWORKMODE) networkmode_handling(data); if(data->state == NETWORKCREATE) networkcreate_handling(data); if(data->state == NETWORKJOIN) networkjoin_handling(data); if(data->state == NETWORKPARTY) networkparty_handling(data); if(data->state == NETWORKLIST) networklist_handling(data); if(data->state == NETWORKGAME) networkgame_handling(data); if(data->state == NETWORKOUT) networkout_handling(data); if(data->state == PAUSE) pause_handling(data); if(data->state == GAMEOVER) gameover_handling(data); if(data->render && al_is_event_queue_empty(data->event.queue)) { data->render = false; cl_pre_draw(); if(data->state == MENU) menu_draw(data); if(data->state == AUTORS) autors_draw(data); if(data->state == SINGLE) single_draw(data); if(data->state == NETWORKMODE) networkmode_draw(data); if(data->state == NETWORKCREATE) networkcreate_draw(data); if(data->state == NETWORKJOIN) networkjoin_draw(data); if(data->state == NETWORKPARTY) networkparty_draw(data); if(data->state == NETWORKLIST) networklist_draw(data); if(data->state == NETWORKGAME) networkgame_draw(data); if(data->state == NETWORKOUT) networkout_draw(data); if(data->state == PAUSE) pause_draw(data); if(data->state == GAMEOVER) gameover_draw(data); cl_post_draw(); } } cl_destroy_data(data); return EXIT_SUCCESS; }