GameClient::GameClient() { // Initialize the game network client m_gameNetworkClient = new GameNetworkClient; // React if the server connection is lost m_gameNetworkClient->onConnectionClosed.connect( boost::bind(&GameClient::handleConnectionClosed, this)); m_game = GamePtr(new Game(m_gameNetworkClient)); }
GamePtr NullFactory::createGame() const { return GamePtr(new NullGame()); }
#include "GL.h" #include "Game.h" #include "Application.h" const int WINDOW_OFFSET_X = 100; const int WINDOW_OFFSET_Y = 100; const unsigned FRAME_INTERVAL = 25; //msec. 40 fps const unsigned SNAKE_INTERVAL = 150; GamePtr Application::_game = GamePtr(new Game()); Application::Application(int argc, char** argv) { GLInit(argc, argv); } void Application::CreateWindow(const char* name, unsigned width, unsigned height) { _windowHandler = GLCreateWindow(name, width, height, WINDOW_OFFSET_X, WINDOW_OFFSET_Y); if (_windowHandler) _BindHandlers(); else printf("%s: Can't create window", __FUNCTION__); } void Application::_BindHandlers() { GLRegisterDisplayCallback(_DisplayHandler); GLRegisterKeyboardCallback(_KeyboardHandlerASCII, _KeyboardSpecialHandler);