Example #1
0
//This runs the game
void MainGame::run() {
    initSystems();

 
    //This only returns when the game ends
    gameLoop();
}
Example #2
0
void MainGame::run()
{
	initSystems();


	//_sprite.init(-1.0f, -1.0f, 2.0f, 2.0f, "Texture/PNG/CharacterRight_Standing.png");

	_sprites.push_back(new nEngine::Sprite());
	_sprites.back()->init(0, 0, 500.0f,500.0f, "Texture/PNG/CharacterRight_Standing.png");


	//_sprites.push_back(new nEngine::Sprite());
	//_sprites.back()->init(0.0f, -1.0f, 1.0f, 1.0f, "Texture/PNG/CharacterRight_Standing.png");

	//_sprites.push_back(new nEngine::Sprite());
	//_sprites.back()->init(0.0f, 0.0f, 1.0f, 1.0f, "Texture/PNG/CharacterRight_Standing.png");

	//_sprites.push_back(new nEngine::Sprite());
	//_sprites.back()->init(-1.0f, 0.0f, 1.0f, 1.0f, "Texture/PNG/CharacterRight_Standing.png");

	
	//_playerTexture= ImageLoader::loadPNG("Texture/PNG/CharacterRight_Standing.png");

	gameLoop();
};
Example #3
0
Game::Game(){
    
    music = Mix_LoadMUS("data/sounds/music.mp3");
    sound = Mix_LoadWAV("data/sounds/sfx.wav");
   // SDL_WM_SetCaption("ARKANOID", NULL);
        
    if(initSystems() == -1)
        cerr << "Problem occured while initializing SDL systems" << endl;
    
    font = TTF_OpenFont("data/mainfont.ttf", 35);
    if(!font) {
        cerr << "Could not load font " << TTF_GetError << endl;
        exit(1);
    }
    
    running = true ;
    
    //just for now
    gameFPS = 60;
    musicOn = false;
    sfxOn = false;
    control_type = KEYBOARD;
    current_state = MENU ;
    
    
    
    fps_counter = new FpsCounter(gameFPS);

    game_state = new MenuState();
    game_state->InitState();
    
}
Example #4
0
void MainGame::run() {

    initSystems();

    initLevel();

    gameLoop();
}
Example #5
0
void Game::Run() {
	initSystems();

	_sprite.Init(-1.0f, -1.0f, 2.0f, 2.0f);
	_playerTexture = ImageLoader::LoadPNG("textures/jimmyjump_pack/png/characterright_standing.png");

	gameLoop();
}
Example #6
0
void RubikGame::run()
{
	initSystems();
	const std::vector<std::string> texPaths = { texture_path1, texture_path2, texture_path3, texture_path4, texture_path5, texture_path6 };
	const std::string texPathsSame[6] = { texture_pathAyse, texture_pathAyse, texture_pathAyse, texture_pathAyse, texture_pathAyse, texture_pathAyse };
	initVoxels(glm::vec3{ 0.0f, 0.0f, 0.0f }, glm::vec3{ 1.0f, 1.0f, 1.0f }, texPaths);
	gameLoop();
}
void GameScreen::run(Window *window)
{
	m_window = window;
	initSystems();
	initShaders();

	runLoop();
}
Example #8
0
void MainGame::run(){

	initSystems();

	//_playerTexture = LoadGLTexture::LoadTexture("../Textures/jimmyJump_pack/PNG/CharacterRight_Standing.png");

	gameLoop();
}
Example #9
0
//This runs the game
void MainVidGame::run() {
	initSystems();

	_sprite.init(-1.0f, -1.0f, 1.0f, 1.0f);

	gameLoop();

}
Example #10
0
//入口
void MainGame::run(){

	initSystems();

	initLevel();
	
	NeroEngine::Music bgMusic =  _audioEngine.loadMusic("Sound/background.mp3");
	
	bgMusic.play(-1);
	gameLoop();
}
Example #11
0
void MainGame::run() {

	initSystems();

	initLevel();

	Adina::Music music = m_audioEngine.loadMusic("Sound/XYZ.ogg");
	music.play(-1);

	gameLoop();
}
Example #12
0
int main(int argc, char** argv) 
{
	initSystems();
	draw();
	while(!exiting){
		processInput();
		//reloadShaders();
		draw();
	}
	return 0;
}
Example #13
0
//This runs the game
void MainGame::run() {
    initSystems();

    //Initialize our sprites. (temporary)
	_sprites.push_back(new iron::graphics::Sprite());
    _sprites.back()->init(0.0f, 0.0f, _screenWidth / 2, _screenWidth / 2, "Textures/jimmyJump_pack/PNG/CharacterRight_Standing.png");

    _sprites.push_back(new iron::graphics::Sprite());
    _sprites.back()->init(_screenWidth / 2, 0.0f, _screenWidth / 2, _screenWidth / 2, "Textures/jimmyJump_pack/PNG/CharacterRight_Standing.png");
  
    //This only returns when the game ends
    gameLoop();
}
Example #14
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 #15
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 #16
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;
}
 bool		ApplicationManager::init()
 {
   if (mInitialised)
     return true;
   LOG("Initializing ApplicationManager");
   if (!mCanBeInit)
     return false;
   if (!mPluginsLoaded)
     loadPlugins();
   setupSystems();
   mInitialised = initSystems();
   if (!mInitialised)
     return mInitialised;
   mInitialised = loadAssets();
   return mInitialised;
 }
Example #18
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 #19
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;
  }
Example #20
0
/*
* Game execution
*/
void Game::run() {
		//System initializations
	initSystems();
		//Start the game if all the elements are ready
	gameLoop();
}
Example #21
0
Engine::Engine() {
	initGame();
	initSystems();
	// initEntities();
}
Example #22
0
void MainGame::Run()
{
	initSystems();

	gameLoop();
}
Example #23
0
void Game::run() {
	initSystems();

	gameLoop();
}