Exemple #1
0
int initGameState(gameState *gstate) {
	gstate->gameOver = 0;
	gstate->roundTime = 0;
	initCharacter(&(gstate->player1));
	initCharacter(&(gstate->player2));
	gstate->player1.status = STATUS_IDLE;
	gstate->player2.status = STATUS_IDLE;
	gstate->player1.xPosition = -25;
	gstate->player2.xPosition = 75;
	gstate->player1.movingDirection = NOTMOVING;
	gstate->player2.movingDirection = NOTMOVING;
	gstate->player1.facingDirection = RIGHT;
	gstate->player2.facingDirection = LEFT;
	gstate->player1.punchLength = 33;
	gstate->player1.punchDamage = 20;
	gstate->player2.punchLength = 33;
	gstate->player2.punchDamage = 20;
	gstate->player1.width = 13;
	gstate->player2.width = 13;

	return 0;
}
Exemple #2
0
bool init()
{
	if (SDL_Init(SDL_INIT_VIDEO) < 0)
	{
		printf("SDL could not initialize! SDL Error: %s\n", SDL_GetError());
		return false;
	}

	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);

	// Create window
	gWindow = SDL_CreateWindow("BasicTest", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
	if (!gWindow)
	{
		printf("Window could not be created! SDL Error: %s\n", SDL_GetError());
		return false;
	}

	// Create context
	gContext = SDL_GL_CreateContext(gWindow);
	if (!gContext)
	{
		printf("OpenGL context could not be created! SDL Error: %s\n", SDL_GetError());
		return false;
	}

	// Use Vsync
	if (SDL_GL_SetSwapInterval(1) < 0)
	{
		printf("Warning: Unable to set VSync! SDL Error: %s\n", SDL_GetError());
		return false;
	}

	initEngine();
	initLights();
	initCharacter();
	initWeapon();
	initRide();
	initGround();

	return true;
}
VinnyGreenCharacter::VinnyGreenCharacter(GameLayer *layer) {
    initCharacter(layer, "char3_0.png", "char3_", 9);
}