void Game::Start(void) { VideoMode VMode(windowWidth, windowHeight, 32); RenderWindow Window(VMode, "Blank"); Window.setFramerateLimit(60); Window.setPosition(Vector2i(300,40)); gameObject background("Images/black.png", 0, 0); Event event; while (Window.isOpen()) { while (Window.pollEvent(event)) { switch (event.type) { case Event::Closed: Window.close(); break; case Event::KeyPressed: if (event.key.code == Keyboard::Escape) Window.close(); break; default: break; } } background.showGameObject(Window); Window.display(); } }
int main() { //Window Initialization sf::VideoMode VMode(800, 600, 32); sf::RenderWindow window(VMode, "MainWindow", sf::Style::Default); window.setFramerateLimit(60); //b2Vec2 Gravity(0.f, 9.8f); //b2World World(Gravity); //TEST LEVEL sf::Texture GroundTexture; sf::Texture BoxTexture; GroundTexture.loadFromFile("textures/ground.png"); BoxTexture.loadFromFile("textures/box.png"); //CreateGround(World, 400.f, 500.f); //Main Loop while(window.isOpen()) { sf::Event WindowEvent; while(window.pollEvent(WindowEvent)) { if(WindowEvent.type == sf::Event::Closed) window.close(); if(WindowEvent.type == sf::Event::KeyPressed && WindowEvent.key.code == sf::Keyboard::Escape) window.close(); } if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) { int MouseX = sf::Mouse::getPosition(window).x; int MouseY = sf::Mouse::getPosition(window).y; //CreateBox(World, MouseX, MouseY); } /*World.Step(1/60.f, 8, 3); //TEST BEGINS HERE window.clear(sf::Color::White); for (b2Body* BodyIterator = World.GetBodyList(); BodyIterator != 0; BodyIterator = BodyIterator->GetNext()) { if (BodyIterator->GetType() == b2_dynamicBody) { sf::Sprite Sprite; Sprite.setTexture(BoxTexture); Sprite.setOrigin(16.f, 16.f); Sprite.setPosition(SCALE * BodyIterator->GetPosition().x, SCALE * BodyIterator->GetPosition().y); Sprite.setRotation(BodyIterator->GetAngle() * 180/b2_pi); window.draw(Sprite); } else { sf::Sprite GroundSprite; GroundSprite.setTexture(GroundTexture); GroundSprite.setOrigin(400.f, 8.f); GroundSprite.setPosition(BodyIterator->GetPosition().x * SCALE, BodyIterator->GetPosition().y * SCALE); GroundSprite.setRotation(180/b2_pi * BodyIterator->GetAngle()); window.draw(GroundSprite); } } window.display(); //TEST ENDS HERE*/ window.clear(sf::Color::White); Player->Think(window); window.display(); } return 0; }