FrameworkApplication::FrameworkApplication (void) { IwTrace(FUNCTIONS, ("new FrameworkApplication()")); IwGxInit(); IwGraphicsInit(); IwGxSetLightType(1, IW_GX_LIGHT_DIFFUSE); CIwFVec3 dd(0x88, 0x88, 0x88); IwGxSetLightDirn(1, &dd); IwGxSetPerspMul(0xBB); }
void Game::Init() { IwGxInit(); IwGraphicsInit(); IwResManagerInit(); #ifdef IW_BUILD_RESOURCES IwGetTextParserITX()->SetAssertOnUnrecognisedTokens( false ); IwGetResManager()->AddHandler( new CIwResHandlerWAV ); #endif IW_CLASS_REGISTER( Collision ); IW_CLASS_REGISTER( CStatic ); IW_CLASS_REGISTER( CDynamic ); IW_CLASS_REGISTER( CLocator ); IwGxSetColClear( 0x40, 0x40, 0x40, 0x00 ); LocaliseInit(); m_font = FontManager::GetInstance(); m_menuManager = MenuManager::GetInstance(); m_touchManager = TouchManager::GetInstance(); m_touchManager->Init(); m_accelerometerManager = AccelerometerManager::GetInstance(); m_accelerometerManager->Init(); m_webManager = WebManager::GetInstance(); m_webManager->Init(); m_config = Config::GetInstance(); m_config->Init(); m_soundManager = SoundManager::GetInstance(); m_soundManager->Init(); m_scriptManager = ScriptManager::GetInstance(); m_scriptManager->Init(); m_shaderManager = ShaderManager::GetInstance(); m_shaderManager->Init(); m_postProcessing = PostProcessing::GetInstance(); m_postProcessing->Init(); GameState::InitStatesStack(); GameState::SetState( new GS_Loading() ); }
int main() { IwGxInit(); IwGraphicsInit(); IwAnimInit(); Iw2DInit(); IwTrace(GHOST_HUNTER, ("Ghost Realm booting...")); IwTrace(GHOST_HUNTER, ("Audio channels: %d", s3eAudioGetInt(S3E_AUDIO_NUM_CHANNELS))); // Set screen clear colour IwGxSetColClear(0x0, 0x0, 0x0, 0xff); Splash* splash = new Splash(); s3eDeviceYield(20); { // Init game CameraViewPreInit(); MapControllerInit(); MapModelInit(); MapViewInit(); CameraControllerInit(); CameraModelInit(); CameraViewInit(); } delete splash; getGameState()->setGameMode(MAP_MODE); while (1) { s3eDeviceYield(0); int start = clock(); Audio::GetInstance().Update(); if (getGameState()->getGameMode() == CAMERA_MODE) { CameraControllerUpdate(); CameraModelUpdate(); CameraViewUpdate(); } else if (getGameState()->getGameMode() == MAP_MODE) { MapControllerUpdate(); MapModelUpdate(); MapViewUpdate(); } // Cap FPS int yield; do { yield = FRAME_DURATION - (clock() - start); if (yield > 0) { s3eDeviceYield(yield); } } while (yield > 0); } CameraControllerTerm(); CameraModelTerm(); CameraViewTerm(); MapControllerTerm(); MapModelTerm(); MapViewTerm(); delete getGameState(); Iw2DTerminate(); IwAnimTerminate(); IwGraphicsTerminate(); IwGxTerminate(); return 0; }