Example #1
0
int main() {
	if(!Window::Initialise("Game Technologies", 1280,800,false)) {
		return Quit(true, "Window failed to initialise!");
	}

	if(!Renderer::Initialise()) {
		return Quit(true, "Renderer failed to initialise!");
	}

	PhysicsSystem::Initialise();

	MyGame* game = new MyGame();

	Window::GetWindow().LockMouseToWindow(true);
	Window::GetWindow().ShowOSPointer(false);

	bool running = true;
	std::thread physics(physicsLoop, game, std::ref(running));
	while(Window::GetWindow().UpdateWindow() && !Window::GetKeyboard()->KeyDown(KEYBOARD_ESCAPE)){
		float msec = Window::GetWindow().GetTimer()->GetTimedMS();	//How many milliseconds since last update?

		game->UpdateRendering(msec);	//Update our 'sybsystem' logic (renderer and physics!)
		game->UpdateGame(msec);	//Update our game logic
	}
	running = false;
	physics.join();

	delete game;	//Done with our game now...bye bye!
	return Quit();
}
Example #2
0
int main (int argc, char * const argv[])
{
	MyGame game;
	game.Init();
	game.Start();
	return 0;
}
Example #3
0
int		main()
{
  MyGame	game;

  game.setXS(15);
  game.setYS(15);
  game.run();
  return (0);
}
int     main()
{
  Menu		menu;
  MyGame        game;

  menu.run();
  game.run();
  return (EXIT_SUCCESS);
}
MyGame * MyGame::create(int mission_id) {
	MyGame *pRet = new(std::nothrow) MyGame();
	if (pRet && pRet->init(mission_id)) {
		pRet->autorelease();
		return pRet;
	}
	else {
		delete pRet;
		pRet = nullptr;
		return nullptr;
	}
	return nullptr;
}
Example #6
0
int		main(int argc, char *argv[], char *envp[]) {
  (void)argc;
  (void)argv;

  if (envp == NULL || getenv("PATH") == NULL) {
    std::cerr << "[ERROR] : Environment variable `PATH` missing." << std::endl;
  } else {
  MyGame	game;

  srand(time(NULL));
  game.run();
  }
  return (EXIT_SUCCESS);
}
Example #7
0
    int main(int argc, char *argv[])
#endif
    {
        // Create application object
        MyGame app;

        try {
            app.go();
        } catch( Ogre::Exception& e ) {
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
            MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
#else
            std::cerr << "An exception has occured: " <<
                e.getFullDescription().c_str() << std::endl;
#endif
        }

        return 0;
    }
Example #8
0
int main(int argc, char* argv[]) {
    MyGame myGame;

    myGame.SetTitle("Loading...");
    myGame.Init();

    myGame.SetTitle("SDL_Testing!");
    myGame.Start();

    myGame.SetTitle("Quiting...");

    return EXIT_SUCCESS;
}
Example #9
0
int main(int argc, char** argv) {
	cpp3ds::Console::enable(cpp3ds::BottomScreen); // Console for reading stdout
	MyGame game;
	game.run();
	return 0;
}
Example #10
0
int main()
{
  Disp::Menu		*main_menu   = new Disp::Menu;
  Disp::MenuLabel	*menu_label  = new Disp::MenuLabel(-25, -15, 50, 20);
  MyGame		*game        = new MyGame;
  map::map		*map	     = new map::map(20, 20, 2);
  Bloc::Wall		*wall	     = new Bloc::Wall(*map);
  Bloc::Box		*box	     = new Bloc::Box(*map);
  Bloc::Blank		*blank	     = new Bloc::Blank(*map);
  Bloc::Morebomb	*Morebomb    = new Bloc::Morebomb(*map);
  Bloc::Lessbomb	*Lessbomb    = new Bloc::Lessbomb(*map);
  Bloc::Morepower	*Morepower   = new Bloc::Morepower(*map);
  Bloc::Lesspower	*Lesspower   = new Bloc::Lesspower(*map);

  Fire			*fire	     = new Fire(map, 0,0,1);
  Bombe			*bomb	     = new Bombe(0,0,1,fire);
  Setting1		config1;
  Setting2		config2;
  Character		*Character1  = new Character(map, &config1, 2, bomb);
  Character		*Character2  = new Character(map, &config2, 5, bomb);

  while(2)
    {
      game->setMap(map);
      game->add_object(wall);
      game->add_object(box);
      game->add_object(blank);
      game->add_object(Morebomb);
      game->add_object(Lessbomb);
      game->add_object(fire);
      game->add_object(bomb);
      game->add_object(Morepower);
      game->add_object(Lesspower);
      game->setCharacter1(Character1);
      game->setCharacter2(Character2);
      game->add_object(Character1);
      game->add_object(Character2);

      main_menu->add_object(menu_label);
      main_menu->lbl_ = menu_label;
      main_menu->run();

      if (menu_label->MenuDecide == true)
  	{
  	  switch (menu_label->MenuCurr) {
  	  case 1:
  	    menu_label->MenuDecide = false;
  	    game->run();
  	    break;
  	  case 2:
  	    //load
	    return 0;
  	    break;
  	  case 3:
  	    //save
	    return 0;
  	    break;
  	  case 4:
  	    return 0;
  	    break;
  	  }
  	}
    }
}
int main(int argc, char* argv[])
{
	MyGame* game = nullptr; // pointer to allow game termination when exceptions are caught

	try
	{
		load(WINDOW_WIDTH, WINDOW_HEIGHT);

		SDL_Window* window = SDL_GL_GetCurrentWindow();
		SDL_GLContext glContext = SDL_GL_GetCurrentContext();

		MyGame myGame(window, glContext, WINDOW_WIDTH, WINDOW_HEIGHT); // should MyGame become owner of window and glcontext when passed them? would change ~MyGame()
										  // also, should MyGame::Terminate and Initialize even exist? Initialize could be constructor, terminate destructor
		game = &myGame;

		myGame.Initialize();
		myGame.Draw();

		unsigned int lastUpdate = SDL_GetTicks();
		
		while (myGame.isRunning())
		{
			if (lastUpdate + 66 < SDL_GetTicks())
			{
				myGame.Update();
				myGame.Draw();
				lastUpdate = SDL_GetTicks();
			}
		}

		myGame.Terminate();
		unload();
	}
	catch (SDLInitError err)
	{
		printf("%s, err: %s", err.getMessage().c_str(), SDL_GetError());
		std::cin.get();
	}
	catch (InitError err)
	{
		printf("Initialization failed, err: %s", err.getMessage().c_str());
		std::cin.get();
	}
	catch (GLError err)
	{
		char* type = "";
		GLchar log[512];

		switch (err.getType())
		{
			case GLErrorType::PROGRAM:
				type = "Program";
				glGetProgramInfoLog(err.getHandle(), 512, NULL, log);
				break;
			case GLErrorType::PROGRAM_PIPELINE:
				type = "Program Pipeline";
				glGetProgramPipelineInfoLog(err.getHandle(), 512, NULL, log);
				break;
			case GLErrorType::SHADER:
				type = "Shaders";
				glGetShaderInfoLog(err.getHandle(), 512, NULL, log);
				break;
		}
		printf("Error with GL %s. \nError Message: %s.\n", type, err.getMessage().c_str());
		std::cout << "GL Log: " << log << std::endl;
		std::cin.get();
	}

	if (game)
	{
		game->Terminate();
	}
	unload();

	return 0;
}
Example #12
0
Entity MyEntity::create(MyGame& game) {
    Entity ent = game.createEntity(GET_ETYPE_ID(MyEntity));
    ent.getComponent<CMovable>().getSpeed().setAngularSpeed(Angle::Pi/4);

    CRenderables& rs = ent.getComponent<CRenderables>();
    RectRenderable& rr = rs.addRenderable<RectRenderable>().init(game);
    rr.setSize(Vec2{1000, 200});
    rr.setGeomNormOffset(-Vec2{0.5, 0.5});
    rr.setLayerId(0);
    rr.setColor(Colorf::Red());

    RectBorderRenderable& rbr = rs.addRenderable<RectBorderRenderable>().init(game);
    rbr.setSize(Vec2{120, 200});
    rbr.setGeomNormOffset(-Vec2{0.5, 0.5});
    rbr.setLayerId(0);
    rbr.setColor(Colorf::Red());
    rbr.setBorders({50, 20});
    rbr.accLocalTransform().setPosition({(float)250, (float)250});

    for (uint32_t i=0; i<3; ++i) {
        int r_to = rand()%100 + 20;
        int r_from = rand()%(r_to-10);
        int x = rand()%1024 - 512;
        int y = rand()%768 - 384;
        CircleRenderable& cc = rs.addRenderable<CircleRenderable>().init(game, r_to, r_from);
        cc.setLayerId(1);
        float r = (float)rand()/RAND_MAX;
        float g = (float)rand()/RAND_MAX;
        float b = (float)rand()/RAND_MAX;
        cc.setColor(Colorf(r, g, b, 1));

        cc.accLocalTransform().setPosition({(float)x, (float)y});
    }

    SpriteRenderable& s1 = rs.addRenderable<SpriteRenderable>().init(game);
    s1.setImageRegion(sprite_region);
    s1.accLocalTransform().setScale(Vec2{0.5, 0.5});
    s1.setTextureUnit(0);
    s1.setLayerId(2);

    SpriteRenderable& s2 = rs.addRenderable<SpriteRenderable>().init(game);
    s2.setTextureUnit(0);
    s2.setAnimation(animation_id);
    s2.setLayerId(2);
    s2.setEndAction(SpriteRenderable::eaChangeDir);
    s2.accLocalTransform().setPosition({-100, 0});

    TextRenderable& tr = rs.addRenderable<TextRenderable>().init(game);
    tr.setTextureUnit(1);
    tr.getTextSetter().setFont(game.assets.fonts_pack_id).setFontSize(45).setText("This is SPARTA!");
    tr.accLocalTransform().setPosition({100, 0});

    PgonRenderable& pr = rs.addRenderable<PgonRenderable>().init(game);
    Vec2 vertices[6] = {
            {268, 162}, {309, 107}, {471, 130}, {517, 257}, {445, 324}, {263, 315}
    };
    ARect bound(vertices, 6);
    for (uint32_t i=0; i<6; ++i) {
        vertices[i] -= bound.getCenter();
        pr.getGeom().addVertex(vertices[i]);
    }
    pr.setLayerId(3);
    pr.accLocalTransform().setPosition({-200, 200});
    pr.accLocalTransform().setScale({0.8f, 0.8f});

    return ent;
}
Example #13
0
void Monster::gameOver(MyGame& game) {
    state = sDead;
    getSprite(sprEye).setTextureCoords(resources_.eye_dead_reg_.getTextureRect());
    getSprite(sprEye).getLocalTransform().setRotation(-Angle::Pi/2);
    game.getHUD().gameOver(game);
}
Example #14
0
int main(int argc, char** argv) {
	MyGame* mygame = new MyGame();
	return mygame->run();
}