Example #1
0
	bool IMainGame::init() {
		CoreEngine::init();
		SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
		
		initSystems();

		onInit();
		addScreens();

		m_currentScreen = m_screenList->getCurrent();
		m_currentScreen->onEntry();
		m_currentScreen->setRunning();

		return true;
	}
Example #2
0
    bool IMainGame::init() {
        Bengine::init();


        if (!initSystems()) return false;

        onInit();
        addScreens();

        m_currentScreen = m_screenList->getCurrent();
        m_currentScreen->onEntry();
        m_currentScreen->setRunning();

        return true;
    }
Example #3
0
bool IMainGame::init()
{
	SDL_Init(SDL_INIT_EVERYTHING);
	SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);

	if (!initSystems()) return false;

	onInit();
	addScreens();

	_currentScreen = _screenList->getCurrent();
	_currentScreen->onEntry();
	_currentScreen->setRunning();

	return true;
}
Example #4
0
	bool IMainGame::init(){
		MasaEngine::init();

		SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);

		if (!initSystems()) return false;

		//Custom initialization.
		onInit();

		addScreens();

		_currentScreen = _screenList->getCurrentScreen();
		_currentScreen->onEntry();
		_currentScreen->setRunning();

		return true;
		
	}
Example #5
0
  bool IGame::init() {
    SDL_Init(SDL_INIT_EVERYTHING);

    SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

    SDL_ShowCursor(false);
    SDL_StartTextInput();

    initSystems();

    onInit();
    addScreens();

    _currentScreen = _screenManager->getCurrent();
    _currentScreen->onEntry();
    _currentScreen->setRunning();

    return true;
  }