Beispiel #1
0
int main( int argc, char** argv ) {
	std::shared_ptr< ::controller::Engine > game_engine( new ::flappy_box::controller::FlappyEngine );

	game_engine->init( argc, argv );
	game_engine->run();

	return 0;
}
Beispiel #2
0
/**
 * Starts the GL engine in a new thread.
 */
void *runGameEngine(void *args) {
	ThreadArgs *casted_args = (ThreadArgs *)args;
	GameEngine game_engine(casted_args->game_state, casted_args->game_event_id, casted_args->GL_event_id);

	game_engine.initialise();
	game_engine.run();
	
	return NULL;
}
Beispiel #3
0
int main( int argc, char** argv )
{ 
	// TODO 4.3: test factory and delegates here
	//std::shared_ptr< model::Game > game = std::make_shared<::model::Game>();
	
	std::shared_ptr< ::controller::Engine > game_engine(new ::controller::GlutEngine);

	game_engine->init(argc, argv);
	game_engine->run();
	
	/*!!*/std::cerr << "main43: (PARTS ARE) UNIMPLEMENTED" << std::endl;

	return 0;
}
Beispiel #4
0
int main(int argc, char** argv) {
  spaceship * s;
  s = spc_init(0,0,0,TARGET_FPS);
  /*surface_planner(s->moon);*/
  /*read_data_spec(s);*/
  game_engine(s, MODE_GRAPHIC);
  modo_graph("vooLunarCorrente.txt", 0,0);
  printf("Press a key to continue");
  modo_graph("vooLunarCorrente.txt", 0,1);
  printf("Press a key to continue");
  modo_graph("vooLunarCorrente.txt", 0,2);
  printf("Press a key to continue");
  modo_graph("vooLunarCorrente.txt", 0,3);
  printf("Press a key to continue");
  modo_graph("vooLunarCorrente.txt", 0,4);
  printf("Press a key to continue");
  modo_graph("vooLunarCorrente.txt", 0,5);
  printf("Press a key to continue");
  modo_graph("vooLunarCorrente.txt", 0,6);
  printf("Press a key to continue");
  getchar();

  return 0;
}
Beispiel #5
0
Datei: a2.cpp Projekt: 2bt/CppCG
int main(int argc, char** argv) {
	std::shared_ptr<controller::Engine>game_engine(new controller::GlutEngine);
	game_engine->init(argc, argv);
	game_engine->run();
	return 0;
}