int main() { GameSession game; game.start(); return 0; }
int main(int argc, char **argv){ system("TITLE ServerApp"); enet_initialize(); GameSession game; game.startListening(); Hero grimshaw; grimshaw.nick = "Grimshaw"; grimshaw.maxHealth = 2000; grimshaw.healthRegen = 50; grimshaw.movementSpeed = 800; game.addHeroTeam1(grimshaw); Hero toto; toto.nick = "Mr. Chuckles"; game.addHeroTeam1(toto); Hero liryea; liryea.nick = "Liryea"; liryea.maxHealth = 200; liryea.healthRegen = 3; liryea.respawnTime = 20; liryea.movementSpeed = 300; game.addHeroTeam2(liryea); Hero toto2; toto2.nick = "Liryea's Slave"; game.addHeroTeam2(toto2); //bind ai Hero* h = game.findPlayerByNickname("Mr. Chuckles"); if(h){ game.m_heroControllers[h] = new HeroIntelligenceController(h, &game); game.m_aiControllers.push_back((HeroIntelligenceController*)game.m_heroControllers[h]); } Hero* h2 = game.findPlayerByNickname("Liryea's Slave"); if(h2){ game.m_heroControllers[h2] = new HeroIntelligenceController(h2, &game); game.m_aiControllers.push_back((HeroIntelligenceController*)game.m_heroControllers[h2]); } game.start(); while(1 == 1){ game.update(); } return 0; }
void ChatServerSession::OnChatLoginSign(const char* pBuf, UINT32 dwLen) { CNetStream oStream(pBuf, dwLen); stCHAT_SEND_CHAT_MANAGER_LOGIN_SIGN oCHAT_SEND_CHAT_MANAGER_LOGIN_SIGN; oCHAT_SEND_CHAT_MANAGER_LOGIN_SIGN.Read(oStream); GameSession* pSession = ChatServerManager::Instance()->GetGameSessionManager().GetGameSession(oCHAT_SEND_CHAT_MANAGER_LOGIN_SIGN.szServerId); if (!pSession) { LogExe(LogLv_Critical, "error"); return; } pSession->OnLoginSign(m_szChatIp, m_dwChatPort, m_dwWebSocketChatPort, oCHAT_SEND_CHAT_MANAGER_LOGIN_SIGN.szPlayerId, oCHAT_SEND_CHAT_MANAGER_LOGIN_SIGN.szSign); }
//--------------------------------------------------------- int main(int argc, char** argv) { glutInit(&argc, argv); Game.m_screenW = INITIAL_WORLD_SIZE; Game.m_screenH = INITIAL_WORLD_SIZE; glutInitWindowSize(Game.m_screenW,Game.m_screenH); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH ); glutCreateWindow("AIsteroids"); glutReshapeFunc(Reshape); glutDisplayFunc(Display); glutIdleFunc(Idle); glutVisibilityFunc(Visible); //sets up the keyboard functions glutKeyboardFunc(Key); glutKeyboardUpFunc(KeyUp); glutSpecialFunc(SpecialKey); glutSpecialUpFunc(SpecialKeyUp); glInitColorArray(); srand(time(NULL)); Game.StartGame(); glutMainLoop(); return 0; }
void Idle(void) { dt=glutGet(GLUT_ELAPSED_TIME)-lasttime; lasttime=glutGet(GLUT_ELAPSED_TIME); if(Game.m_state == GameSession::STATE_PLAY) //Game.Update(dt/1000.0f); Game.Update(0.016f*Game.m_timeScale);//lock at 60 else if(Game.m_state == GameSession::STATE_STEP) { Game.Update(0.016f); Game.m_state = GameSession::STATE_STEPWAIT; } glutPostRedisplay(); }
//--------------------------------------------------------- //-- Glut Callback to Draw everything. void Display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); Game.Draw(); glFinish(); glutSwapBuffers(); }
//--------------------------------------------------------------------- // ● フレーム更新 //--------------------------------------------------------------------- void SceneNetRoom::onUpdate() { GameManager::getInstance()->update(); GameSession* session = GameManager::getInstance()->getGameSession(); if ( session->isParent() ) { if ( Input.isOnTrigger( LN_BUTTON_A ) ) { session->sendToServer( SYSEV_GOTO_SCENEGAME, NULL, 0 ); //LGameScene::changeScene( NEW SceneGame() ); } } }
void NetworkProxy::__internalNewConnectionEvent(const TcpConnectionPtr& connection, const NewConnectionEventArgs& args) { debug_log("Enter NetworkProxy::__internalNewConnectionEvent --"); //create game session GameSession* session = GameSessionManager::getInstance().createSession(); session->init(); session->set_connection_ptr(connection); connection->setUserData(session); debug_log( "New Session [NativeHandle = %d, SessionId = %ull, Peer = %s", connection->handle(), session->session_id(), args.peer_address.toIpHost().c_str()); auto callback = _dispatcher.sessionCreatedEvent; if (callback) { callback(session); } }