spaceshooter/game/main.c

113 lines
3.2 KiB
C

#include <stdio.h>
#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 = "10.100.0.11",
// 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;
}