Exemple #1
0
// Constructor(s)
	// Constructor 1
Puzzle::Puzzle(int tilesInRow, sf::IntRect windowBounds)
	: mTiles(tilesInRow * tilesInRow)
	, mGrid(tilesInRow, windowBounds)
{
	createSprites();
	loadRandomTexture();
	setupTiles();
	jumbleTilePositions();
}
Exemple #2
0
int main()
{
	
	srand ( time(NULL) );
	
	game_graphics = new SDLGraphics(SCREEN_WIDTH + 150, SCREEN_HEIGHT, "Min Wage", 0,0,0);
	//game_timer = new Timer();
	
	game_input = new Input();

	gameMenu = new menuClass();
	gameIndoors = new IndoorHandler();
	
	playerStuff.gameStart();
	
	//There's got to be a better way to do this (generating random tiles for the grass)...
	//This is probably a better idea: generate the entire backdrop as an SDL_Surface that can be drawn 
	//														each time it is needed?

	int randTiles[(SCREEN_HEIGHT / 32) * (SCREEN_WIDTH / 32)];
	int i = 0;
	for (i = 0; i < (SCREEN_HEIGHT / 32) * (SCREEN_WIDTH / 32); i++)
	{
		randTiles[i] = rand() % 4;
	}

	//makeMap();
	//loadMapFile("datfile.dat");
	setupTiles();

	showTitle();

	gameloop(randTiles);

	exitGame();

	return 0;
}