1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
|
#include "pong.h"
#include "sounds.h"
int Difficulty = 1;
atomic_int Ticks = 0;
bool GameGoing = true;
char *VersionString;
mtx_t AudioQueueBeingModified;
int AudioQueue[20];
int internal_clock() {
const struct timespec Delay = {
0, 20000000
};
struct timespec Remaining;
while(GameGoing == true) {
atomic_fetch_add(&Ticks, 1);
thrd_sleep(&Delay, &Remaining);
}
thrd_exit(0);
}
int audio() {
int i;
InitAudioDevice();
Sound Bounce = LoadSound("resources/bounce.wav");
Sound TitleScreen = LoadSound("resources/title.wav");
Sound Victory = LoadSound("resources/victory.wav");
Sound Defeat = LoadSound("resources/defeat.wav");
Sound PlayerScore = LoadSound("resources/score_player.wav");
Sound EnemyScore = LoadSound("resources/score_enemy.wav");
const struct timespec Delay = {
0, 20000000
};
struct timespec Remaining;
while(GameGoing == true) {
for(i = 0; i < 20; i++) {
if(AudioQueue[i] != -1){
switch(AudioQueue[i]) {
case 0: //Play bounce sound.
PlaySoundMulti(Bounce);
break;
case 1: //Play game over
PlaySoundMulti(Defeat);
break;
case 2: //Play win
PlaySoundMulti(Victory);
break;
case 3: //Title Screen
PlaySoundMulti(TitleScreen);
break;
case 4: //Player Score
PlaySoundMulti(PlayerScore);
break;
case 5: //Enemy Score
PlaySoundMulti(EnemyScore);
break;
case 99: //Stop All Sounds
StopSoundMulti();
break;
default:
break;
}
while(mtx_trylock(&AudioQueueBeingModified) == thrd_busy) thrd_sleep(&Delay, &Remaining);
AudioQueue[i] = -1;
mtx_unlock(&AudioQueueBeingModified);
}
}
thrd_sleep(&Delay, &Remaining);
}
thrd_exit(0);
}
bool play_audio(int SoundEffect) {
unsigned int i;
while(mtx_trylock(&AudioQueueBeingModified) == thrd_busy);
for(i = 1; i != 20; i++) {
if (AudioQueue[i-1] == -1) {
AudioQueue[i-1] = AudioQueue[i];
}
}
for(i = 0; AudioQueue[i] != -1; i++) {
if(i > sizeof(AudioQueue)) {
mtx_unlock(&AudioQueueBeingModified);
return false;
}
}
AudioQueue[i] = SoundEffect;
mtx_unlock(&AudioQueueBeingModified);
return true;
}
int main() {
//Raylib Init
InitWindow(1280, 720, "Pong");
SetTargetFPS(60);
SetExitKey(KEY_NULL);
Image Icon = LoadImage("resources/ball.png");
SetWindowIcon(Icon);
SetWindowState(FLAG_VSYNC_HINT);
SetWindowState(FLAG_WINDOW_RESIZABLE);
SetWindowMinSize(1280, 720);
//Init Variables
strcpy(VersionString, "Version 0.2 - AEOLUS");
//Populate Audio Queue
for(unsigned int i = 0; i < 20; i++) {
AudioQueue[i] = -1;
}
mtx_init(&AudioQueueBeingModified, mtx_plain);
// Initialize Internal Clock
thrd_t InternalClock;
thrd_create(&InternalClock, internal_clock, NULL);
thrd_t AudioThread;
thrd_create(&AudioThread, audio, NULL);
// Launch Game
while (GameGoing == true) {
switch(title_screen()) {
case 0: //Versus
play_audio(STOP_ALL_SOUNDS);
versus_main();
break;
case 1: //Marathon
play_audio(STOP_ALL_SOUNDS);
marathon_main();
break;
default:
break;
}
}
GameGoing = false; // Make sure the game is going to end.
thrd_join(AudioThread, NULL);
CloseWindow();
return(0);
}
|