Initial check-in.
Written in C for the Macintosh in the 1990’s, this is a shareware arcade-style game. There is both a 68K and Power-PC project file (I forget what IDE they were for) and the resource file for both (.rsrc).
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==========
Glypha III
==========
1) It's freeware - enjoy
2) The source code is available (in C) - if you're interested, look around for it in Developer forums
3) To play, hit the Help key on your extended keyboard or select Help from the menu - read the directions
4) Requires System 6.0.5 or more recent, 256 colors, and at least a 13" monitor
5) This version is fat (PowerPC native and 68K)
6) If the game looks small, switch your monitor to 640 x 480
7) Have fun
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//============================================================================
//----------------------------------------------------------------------------
// Glypha III 1.0.1
// by Scheherazade
//----------------------------------------------------------------------------
//============================================================================
// Here is the "main" file for Glypha. Here is where the game begins and ends.
// Also included are the preference calls.
#include "Externs.h"
#include <Sound.h>
#define kPrefsVersion 0x0001
void ReadInPrefs (void);
void WriteOutPrefs (void);
void main (void);
prefsInfo thePrefs;
short wasVolume;
extern Boolean quitting, playing, pausing, evenFrame;
//============================================================== Functions
//-------------------------------------------------------------- ReadInPrefs
// This function loads up the preferences. If the preferences
// aren't found, all settings are set to their defaults.
void ReadInPrefs (void)
{
short i;
// Call LoadPrefs() function - returns TRUE if it worked.
if (LoadPrefs(&thePrefs, kPrefsVersion))
SetSoundVol(thePrefs.wasVolume);
else // If LoadPrefs() failed, set defaults.
{
thePrefs.prefVersion = kPrefsVersion; // version of prefs
thePrefs.filler = 0; // just padding
PasStringCopy("\pYour Name", thePrefs.highName); // last highscores name
for (i = 0; i < 10; i++) // loop through scores
{
PasStringCopy("\pNemo", thePrefs.highNames[i]); // put "Nemo" in name
thePrefs.highScores[i] = 0L; // set highscore to 0
thePrefs.highLevel[i] = 0; // level attained = 0
}
GetSoundVol(&thePrefs.wasVolume);
}
// Get sound volume so we can restore it.
GetSoundVol(&wasVolume);
}
//-------------------------------------------------------------- WriteOutPrefs
// This function writes out the preferences to disk and restores
// the sound volume to its setting before Glypha was launched.
void WriteOutPrefs (void)
{
if (!SavePrefs(&thePrefs, kPrefsVersion))
SysBeep(1);
SetSoundVol(wasVolume);
}
//-------------------------------------------------------------- main
// This is the main function. Every C program has one of these.
// First it initializes our program and then falls into a loop
// until the user chooses to quit. At that point, it cleans up
// and exits.
void main (void)
{
long tickWait;
ToolBoxInit(); // Call function that initializes the ToolBox managers.
CheckEnvirons(); // Check the Mac we're on to see if we can run.
OpenMainWindow(); // Open up the main window - it will fill the monitor.
InitVariables(); // Initialize Glypha's variables.
InitSound(); // Create sound channels and load up sounds.
InitMenubar(); // Set up the game's menubar.
ReadInPrefs(); // Load up the preferences.
do // Here begins the main loop.
{
HandleEvent(); // Check for events.
if ((playing) && (!pausing))
PlayGame(); // If user began game, drop in game loop. (play mode)
else // If no game, animate the screen. (idle mode)
{
tickWait = TickCount() + 2L;
evenFrame = !evenFrame;
DrawTorches(); // Flicker torches.
CopyAllRects(); // Refresh screen.
do // Wait for 2 Ticks to pass to keep fast Macs at bay.
{
}
while (TickCount() < tickWait);
}
}
while (!quitting);
KillSound(); // Dispose of sound channels.
ShutItDown(); // Dispose of other structures.
WriteOutPrefs(); // Save preferences to disk.
}
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