Beispiel #1
0
int main()
{
	sf::RenderWindow window(sf::VideoMode(800, 600), "Ping Pong");

	coreState.SetWindow(&window);
	coreState.SetState(new menu());

	// run the program as long as the window is open
	while (window.isOpen())
	{
		// check all the window's events that were triggered since the last iteration of the loop
		sf::Event event;
		while (window.pollEvent(event))
		{
			// "close requested" event: we close the window
			if (event.type == sf::Event::Closed)
				window.close();
		}

		window.clear(sf::Color::Black);
		coreState.Update();
		coreState.Render();

		window.display();
		if(quitGame){
			window.close();
		}
		Sleep(5);
	}

	return 0;
}
Beispiel #2
0
int main()
{
    
    sf::RenderWindow window(sf::VideoMode(800, 600), "Ping");
    
    
    coreState.SetWindow(&window);
    coreState.SetState(new main_menu());
    
    sf::Clock timer;
    sf::Time elapsed;
    
    // run the program as long as the window is open
    while (window.isOpen())
    {
        // check all the window's events that were triggered since the last iteration of the loop
        sf::Event event;
        while (window.pollEvent(event))
        {
            // "close requested" event: we close the window
            if (event.type == sf::Event::Closed)
                window.close();
        }
        
        elapsed = timer.getElapsedTime();
        
        if (elapsed.asMicroseconds() > 162)
        {
            window.clear(sf::Color::Black);
            
            coreState.Update();
            coreState.Render();
            
            window.display();
            
            if (quitGame)
            {
                window.close();
            }
            timer.restart();
        }
    }
    
    return 0;
} 
Beispiel #3
0
int main(int argc, char ** argv)
{
    GameControls::createInstance(argc, argv);
    sf::RenderWindow window(sf::VideoMode(800, 800), "DameUs");

    coreState.SetWindow(&window);
    coreState.SetState(new main_menu());

    // run the program as long as the window is open
    while (window.isOpen())
    {
        // check all the window's events that were triggered since the last iteration of the loop
        sf::Event event;
        while (window.pollEvent(event))
        {
            // "close requested" event: we close the window
            if (event.type == sf::Event::Closed)
                window.close();
        }

        window.clear(sf::Color::Black);

        coreState.Update();
        coreState.Render();

        window.display();

        if (quitGame)
        {
            window.close();
        }
        std::this_thread::sleep_for(std::chrono::milliseconds(17));
    }

    return 0;
}