Battle flow Pokemon entryParser Attack and Magic Change pokemon MP intercept video display score and win check Declaration of global variables GtkBuilder *builder; GtkWidget *attack1; GtkWidget *magic1; GtkWidget *attack2; GtkWidget *magic2; GtkWidget *b_1a; GtkWidget *b_1b; GtkWidget *b_1c; GtkWidget *b_2a; GtkWidget *b_2b; GtkWidget *b_2c; GtkImage *img1a; GtkImage *img1b; GtkImage *img1c; GtkImage *img2a; GtkImage *img2b; GtkImage *img2c; GtkImage *pokemon1; GtkImage *pokemon2; GtkLabel * emplacement; GtkLabel *hp1; GtkLabel *hp2; GtkLabel *mpA; GtkLabel *mpB; nigrifyr poke1[20]; char poke2[20]; char poke3[20]; char poke4[20]; char poke5[20]; char poke6[20]; char element1[20]; char element2[20]; int score1 = 10; int score2 = 10; int score3 = 10; int score4 = 10; int score5 = 10; int score6 = 10; int mp1 = 5; int mp2 = 5; int mp3 = 5; int mp4 = 5; int mp5 = 5; int mp6 = 5; int n, x, p, y; The program used several(prenominal)(prenominal) global variables since some prevails needed the resembling values for the variables.
The variables, utilization label and even the widget names were consistent, those with A or 1 were for player 1 (at the bottom) date those with B or 2 were for player 2 (at the top). Also, some variables have 1 to 6 because it simply corresponds to the 6 pokemons in the battle. 1 to 3 were used for the 3 pokemons of player 1 below and 4 to 6 for the 3 pokemons of player 2 above. The main function initializes the gtk program, creates a GtkBuilder, declares and gets all windows, widgets, labels, buttons,! images used in the GUI, sets the images of the pokeballs, connects the signals, shows the windows and starts the main loop. nothingness parse_image function receives a string and does not return some(prenominal) value. It opens pokelist.txt and saves the data to buf. A pointer lead thusly go on the first occurrence of the string input in buf. When found, it will display...If you want to get a well(p) essay, order it on our website: OrderEssay.net
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