render::render(char* song, bool play) { this->play = play; running = setupSDL(); if (play) { BASS_Init(-1, 44100, 0, NULL, NULL); HSTREAM stream; stream = BASS_StreamCreateFile(false, song, 0, 0, BASS_SAMPLE_FLOAT | BASS_STREAM_PRESCAN); sound_chan = stream; BASS_ChannelPlay(sound_chan, false); } srand(time(NULL)); for (int i = 0; i < BALL_SIZE; i++) { balls[i].setX(rand()%BOX_SIZE*2); balls[i].setY(rand()%BOX_SIZE*2); balls[i].setZ(rand()%BOX_SIZE*2); } rotx = 0; roty = 0; rotz = 0; box_x = 0; box_y = 0; box_z = 0; posx = 0; posy = 0; posz = 100; max = BALL_SIZE; }
// main program int main(int argc, char* argv[]) { SDL_Event event; // logo SDL_Texture* boat; SDL_Rect bsrc; SDL_Rect bdest; int x =0; int y =0; Mix_Music *gMusic = NULL; setupSDL(); // loads giant logo boat = loadImage("boat.png"); bsrc.w = 600; bsrc.h = 400; bsrc.x = 0; bsrc.y =0; bdest.w =550; bdest.h=350; bdest.x = 500; bdest.y = 300; while(1) { SDL_RenderClear(renderer); SDL_RenderCopy(renderer, boat, &bsrc, &bdest); //gMusic = Mix_LoadMUS( "boathorn.wav" ); SDL_RenderPresent(renderer); // when the start is pushed // another frame is loaded // probably using mouse event and pixels if (SDL_PollEvent(&event) > 0) { switch(event.type) { Mix_FreeMusic( gMusic ); case SDL_QUIT: exit(0); } } SDL_Delay(50); } }
int GameApp::initLibraries() { if( setupSDL() < 0 ){ // Initialize SDL. std::cerr << "Failed to initialize SDL." << std::endl; exit(1); } setupRenderingContext(); // OpenGL. setupMatrices(); // OpenGL. setupSound(); // FMOD sound. std::srand ((unsigned int)time(NULL)); // Seed random numbers. return 0; }