void GameEngine::GameLoop() { // Set framerate cap GLdouble framerate = 999.0; GLdouble lastFrameTime = 0, currentFrameTime = 0, fpsLastUpdate = 0; gameRunning = true; // Main-loop while(gameRunning) { currentFrameTime = glfwGetTime(); if ((currentFrameTime - lastFrameTime) * 1000.0 < 1000.0 / framerate) { Sleep(0.0001); } else { // Check if a state has been queued if (StateManager::GetInstance()->StateHasBeenQueued()) { StateManager *sM = StateManager::GetInstance(); ResourceManager * rM = ResourceManager::GetInstance(); // Change state rM->UnloadAll(); sM->ChangeState(sM->GetQueuedState()); rM->StartLoading(); } // Handle input HandleInput(); // Update Update((currentFrameTime - lastFrameTime) * 1000.0); // Draw Draw(); // update fps-counter GLdouble time = currentFrameTime; if (time - fpsLastUpdate >= 1.0) { GLdouble fps = ((currentFrameTime - lastFrameTime) * 1000.0); glfwSetWindowTitle(Context::getWindow(), toString((int)((1000.0 / fps) * 100.0) / 100.0).c_str()); fpsLastUpdate = time; } lastFrameTime = currentFrameTime; } } // Cleanup game if loop stops Cleanup(); }
int main() { SetupCallbacks(); scePowerSetClockFrequency(333, 333, 166); //initialize render manager RenderManager::InstancePtr()->Init(); RenderManager::InstancePtr()->CollectPerformance(true); RenderManager::InstancePtr()->InitDebugFont(); //set perspectives RenderManager::InstancePtr()->SetOrtho(0,0,0,0,0,0); //init and load sounds SoundManager::Instance()->Init(); srand(time(NULL)); //new state manager StateManager stateManager; stateManager.Init(); RenderManager::InstancePtr()->SetClearColour(0xFF000000); //splash screens SplashScreen *screen = new SplashScreen(TextureHelper::Instance()->GetTexture(TextureHelper::Genesis),0,0,480,272,3); screen->ShowSplash(); delete screen; SplashScreen *screen2 = new SplashScreen(TextureHelper::Instance()->GetTexture(TextureHelper::PspTeam),0,0,424,72,3); screen2->ShowSplash(); delete screen2; RenderManager::InstancePtr()->SetClearColour(0xFFF5B783); //new active state StateMenu *statePlay = new StateMenu(); statePlay->Init(); stateManager.ChangeState(statePlay); //trun while ( stateManager.Running() ) { stateManager.HandleEvents(); stateManager.Update(); stateManager.Draw(); } sceGuTerm(); // Terminating the Graphics System sceKernelExitGame(); // Quits Application return 0; }
S3E_MAIN_DECL void IwMain() { strcpy(EVENT_APPLE_DROP, "AppleDrop"); strcpy(EVENT_NEW_DUMPTRUCK, "NewDumptruck"); srand(time(null)); wordBuilder = new WordBuilder; GameManager *mgr; mgr = new GameManager(); mgr->SetRequestedFPS(100); mgr->GetResourceManager()->RegisterResourceGroup("images.group"); IMAGE_MAIN_MENU = mgr->GetResourceManager()->RegisterImage("MainMenu"); IMAGE_CHANGE_PLAYER_BUTTON = mgr->GetResourceManager()->RegisterImage("ChangePlayerButton"); IMAGE_START_GAME_BUTTON = mgr->GetResourceManager()->RegisterImage("StartGameButton"); IMAGE_LEVEL_SELECT = mgr->GetResourceManager()->RegisterImage("LevelSelectionScreen"); IMAGE_PLAY_BUGS_BUTTON = mgr->GetResourceManager()->RegisterImage("BogsIcon"); IMAGE_PLAY_APPLES_BUTTON = mgr->GetResourceManager()->RegisterImage("ApplesIcon"); IMAGE_PLAY_SANDBOX_BUTTON = mgr->GetResourceManager()->RegisterImage("SandboxIcon"); IMAGE_PLAY_WALL_BUTTON = mgr->GetResourceManager()->RegisterImage("WallIcon"); IMAGE_MAIN_MENU_BUTTON = mgr->GetResourceManager()->RegisterImage("MainMenuButton"); IMAGE_LADYBUG = mgr->GetResourceManager()->RegisterImage("ladybug"); IMAGE_SPLAT = mgr->GetResourceManager()->RegisterImage("splat"); IMAGE_BUGS_BACKGROUND = mgr->GetResourceManager()->RegisterImage("bugs_background"); IMAGE_APPLES_BACKGROUND = mgr->GetResourceManager()->RegisterImage("apples_background"); IMAGE_APPLE = mgr->GetResourceManager()->RegisterImage("apple"); IMAGE_SANDBOX_BACKGROUND = mgr->GetResourceManager()->RegisterImage("sandbox_background"); IMAGE_SANDCASTLE = mgr->GetResourceManager()->RegisterImage("sandcastle"); IMAGE_DUMPTRUCK_FULL = mgr->GetResourceManager()->RegisterImage("dumptruck_full"); IMAGE_DUMPTRUCK_EMPTY = mgr->GetResourceManager()->RegisterImage("dumptruck_empty"); IMAGE_WALL_BACKGROUND = mgr->GetResourceManager()->RegisterImage("wall_background"); IMAGE_BRICK1 = mgr->GetResourceManager()->RegisterImage("brick1"); IMAGE_BRICK2 = mgr->GetResourceManager()->RegisterImage("brick2"); IMAGE_BRICK3 = mgr->GetResourceManager()->RegisterImage("brick3"); IMAGE_BRICK_TARGET = mgr->GetResourceManager()->RegisterImage("brick_target"); IMAGE_STAR_0 = mgr->GetResourceManager()->RegisterImage("star_0"); IMAGE_STAR_1 = mgr->GetResourceManager()->RegisterImage("star_1"); IMAGE_STAR_2 = mgr->GetResourceManager()->RegisterImage("star_2"); IMAGE_STAR_3 = mgr->GetResourceManager()->RegisterImage("star_3"); IMAGE_STAR_4 = mgr->GetResourceManager()->RegisterImage("star_4"); IMAGE_STAR_5 = mgr->GetResourceManager()->RegisterImage("star_5"); FONT_TREB_16 = mgr->GetResourceManager()->RegisterFont("trebuchet16pt"); FONT_TREB_24 = mgr->GetResourceManager()->RegisterFont("trebuchet24pt"); FONT_TREB_36 = mgr->GetResourceManager()->RegisterFont("trebuchet36pt"); FONT_COOPER_18 = mgr->GetResourceManager()->RegisterFont("cooper_18pt"); FONT_COOPER_24 = mgr->GetResourceManager()->RegisterFont("cooper_24pt"); FONT_COOPER_48 = mgr->GetResourceManager()->RegisterFont("cooper_48pt"); SOUND_DING = mgr->GetResourceManager()->RegisterAudio("DING.wav"); SOUND_BUZZ = mgr->GetResourceManager()->RegisterAudio("BUZZ.wav"); GameManager::SetDebugFont(mgr->GetResourceManager()->GetFont(FONT_TREB_16)); StateManager *state = mgr->GetStateManager(); STATE_STARTUP = state->RegisterGameState("Startup"); STATE_MAIN_MENU = state->RegisterGameState("MainMenu"); STATE_LEVEL_SELECT = state->RegisterGameState("LevelSelect"); STATE_BUGS_PLAYING = state->RegisterGameState("BugsPlaying"); STATE_BUGS_SUMMARY = state->RegisterGameState("BugsSummary"); STATE_APPLES_PLAYING = state->RegisterGameState("ApplesPlaying"); STATE_APPLES_SUMMARY = state->RegisterGameState("ApplesSummary"); STATE_SANDBOX_PLAYING = state->RegisterGameState("SandboxPlaying"); STATE_SANDBOX_SUMMARY = state->RegisterGameState("SandboxSummary"); STATE_WALL_PLAYING = state->RegisterGameState("WallPlaying"); STATE_WALL_SUMMARY = state->RegisterGameState("WallSummary"); state->DefineValidStateTransition(STATE_STARTUP, STATE_MAIN_MENU); state->DefineValidStateTransition(STATE_MAIN_MENU, STATE_LEVEL_SELECT); state->DefineValidStateTransition(STATE_LEVEL_SELECT, STATE_MAIN_MENU); state->DefineValidStateTransition(STATE_LEVEL_SELECT, STATE_BUGS_PLAYING); state->DefineValidStateTransition(STATE_BUGS_PLAYING, STATE_BUGS_SUMMARY); state->DefineValidStateTransition(STATE_BUGS_SUMMARY, STATE_LEVEL_SELECT); state->DefineValidStateTransition(STATE_LEVEL_SELECT, STATE_APPLES_PLAYING); state->DefineValidStateTransition(STATE_APPLES_PLAYING, STATE_APPLES_SUMMARY); state->DefineValidStateTransition(STATE_APPLES_SUMMARY, STATE_LEVEL_SELECT); state->DefineValidStateTransition(STATE_LEVEL_SELECT, STATE_SANDBOX_PLAYING); state->DefineValidStateTransition(STATE_SANDBOX_PLAYING, STATE_SANDBOX_SUMMARY); state->DefineValidStateTransition(STATE_SANDBOX_SUMMARY, STATE_LEVEL_SELECT); state->DefineValidStateTransition(STATE_LEVEL_SELECT, STATE_WALL_PLAYING); state->DefineValidStateTransition(STATE_WALL_PLAYING, STATE_WALL_SUMMARY); state->DefineValidStateTransition(STATE_WALL_SUMMARY, STATE_LEVEL_SELECT); state->SetInitialState(STATE_STARTUP); StateVariable initialValue; initialValue.intValue = 0; VAR_POINTS = state->RegisterVariable("GamePoints", initialValue); VAR_CURRENT_THINGY_COUNT = state->RegisterVariable("CurrentBugCount", initialValue); VAR_CURRENT_CORRECT_THINGY_COUNT = state->RegisterVariable("CorrectBugCount", initialValue); initialValue.stringValue = null; VAR_CURRENT_PHONEME = state->RegisterVariable("CurrentPhoneme", initialValue); // These objects do not register, so we have to delete them ourselves MainMenu *mainMenu = new MainMenu(mgr); LevelSelection *levelSelect = new LevelSelection(mgr); BugsLevel *bugsLevel = new BugsLevel(mgr); ApplesLevel *applesLevel = new ApplesLevel(mgr); SandboxLevel *sandboxLevel = new SandboxLevel(mgr); WallLevel *wallLevel = new WallLevel(mgr); levelSummary = new LevelSummary(mgr); state->ChangeState(STATE_MAIN_MENU); mgr->MainLoop(); delete levelSummary; delete wallLevel; delete sandboxLevel; delete applesLevel; delete bugsLevel; delete levelSelect; delete mainMenu; delete mgr; delete wordBuilder; }