Esempio n. 1
0
void Application::Run()
{
	//Main Loop
	Scene *scene = new Assignment3();
	scene->Init();

	m_timer.startTimer();    // Start timer to calculate how long it takes to render this frame
	while (!glfwWindowShouldClose(m_window) && !IsKeyPressed(VK_ESCAPE))
	{
		scene->Update(m_timer.getElapsedTime());
		scene->Render();
		//Swap buffers
		glfwSwapBuffers(m_window);
		//Get and organize events, like keyboard and mouse input, window resizing, etc...
		glfwPollEvents();
        m_timer.waitUntil(frameTime);       // Frame rate limiter. Limits each frame to a specified time in ms.   

	} //Check if the ESC key had been pressed or if the window had been closed
	scene->Exit();
	delete scene;
}
Esempio n. 2
0
void Application::Run()
{
	//Main Loop
	Scene *scene = new SP2Scene();
	scene->Init();

	m_timer.startTimer();    // Start timer to calculate how long it takes to render this frame
    while (!glfwWindowShouldClose(m_window) && SharedData::GetInstance()->Exit == false)
	{
        glfwGetWindowSize(m_window, &SharedData::GetInstance()->Current_MonitorWidth, &SharedData::GetInstance()->Current_MonitorHeight);
		scene->Update(m_timer.getElapsedTime());
		scene->Render();
		//Swap buffers
		glfwSwapBuffers(m_window);
		//Get and organize events, like keyboard and mouse input, window resizing, etc...
		glfwPollEvents();
        m_timer.waitUntil(frameTime);       // Frame rate limiter. Limits each frame to a specified time in ms.   

	} //Check if the ESC key had been pressed or if the window had been closed
	scene->Exit();
	delete scene;
}
Esempio n. 3
0
void Application::Run()
{
    //Main Loop
    Scene *scene0 = new MAINMENU();
    Scene *scene1 = new SP2();
    Scene *scene2 = new PLANET1();
    Scene *scene3 = new PLANET2();
    Scene *scene4 = new PLANET3();
    Scene *scene5 = new PLANET4();
    Scene *scene6 = new PLANET5();

    Scene *currScene = scene5;

    scene0->Init();
    scene1->Init();
    scene2->Init();
    scene3->Init();
    scene4->Init();
    scene5->Init();
    scene6->Init();

    m_timer.startTimer();    // Start timer to calculate how long it takes to render this frame
    while ((!glfwWindowShouldClose(m_window) && !(c_UserInterface::GetEnum()->quitGame)))
    {
        if (IsKeyPressed('P'))
        {
            currScene = scene0;
        }
        if (GameMode::GetInstance()->gameState == 1)
        {
            currScene = scene1;
        }

        else if (GameMode::GetInstance()->gameState == 2)
        {
            currScene = scene2;
        }

        else if (GameMode::GetInstance()->gameState == 3)
        {
            currScene = scene3;
        }

        else if (GameMode::GetInstance()->gameState == 4)
        {
            currScene = scene4;
        }

        else if (GameMode::GetInstance()->gameState == 5)
        {
            currScene = scene5;
        }

        else if (GameMode::GetInstance()->gameState == 6)
        {
            currScene = scene6;
            GameMode::GetInstance()->gameState = 0;
        }
        currScene->Update(m_timer.getElapsedTime());
        currScene->Render();
        //Swap buffers
        glfwSwapBuffers(m_window);
        //Get and organize events, like keyboard and mouse input, window resizing, etc...
        glfwPollEvents();
        m_timer.waitUntil(frameTime);       // Frame rate limiter. Limits each frame to a specified time in ms.

    } //Check if the ESC key had been pressed or if the window had been closed

    currScene->Exit();
    delete currScene;
}