コード例 #1
0
ファイル: Engine.cpp プロジェクト: Inferno42/Lerum-Engine
bool Engine::StartUp()
{
	
	
	#ifdef _DEBUG
	DevDrop("Starting Engine.");
	#endif

	if(InitWindow() == false || BootGL() == false) //If unable to initialize window or boot OpenGL
	{
	#ifdef _DEBUG
		DevError("Error starting engine! Shutting down.");
		SDL_Quit();
	#endif // _DEBUG
		return false;
	}

	if(DisableVSync() == false)
	{
		#ifdef _DEBUG
		DevError("Error Disabling VSync, non-critical.");
		#endif
	}
	else
	{
		#ifdef _DEBUG
		DevDrop("VSync Disabled!");
		#endif
	}

	#ifdef _DEBUG
	DevDrop("Engine Started Successfully");
	#endif // _DEBUG

	GraphicsM.Precache_Sheets(); //Precache sheets, they can be called from the GraphicsMananger via pointers.
	#ifdef _DEBUG
	DevDrop("Sprite sheets precached and ready!");
	#endif // _DEBUG

	SetupAudio();

	gCam.Camera.x = 0;
	gCam.Camera.y = 0;
	gCam.Camera.w = GetGameScreen()->w;
	gCam.Camera.h = GetGameScreen()->h;

	SDL_EnableKeyRepeat(40,1); //Enable key repeating. After holding a key down for 40ms it will repeat the key press once.

	SetupLevels(); //This function will be deprecated soon. :(200): 

	Menu->Setup(); //Currently disabled, sets up the Menu initially.

	return true;
}
コード例 #2
0
ファイル: Crest.cpp プロジェクト: JonathanPalmerGD/PVGame
Crest::Crest(string aMeshKey, string aMaterialKey, btRigidBody* rB, PhysicsManager* physicsMan, CREST_TYPE aCrestType, float mass) : GameObject(aMeshKey, aMaterialKey, rB, physicsMan, VISION_AFFECTED_NOCOLLISION, mass, true)
{
	crestType = aCrestType;
	inVision = false;
	renderMan = &RenderManager::getInstance();
	SetupAudio();
	if(aCrestType != HADES)
	{
		CreateLightAndIndex();
	}
	index = 0;
	canChange = true;
}
コード例 #3
0
ファイル: Crest.cpp プロジェクト: JonathanPalmerGD/PVGame
Crest::Crest(void)
{
	crestType = LEAP;
	inVision = false;
	renderMan = &RenderManager::getInstance();
	SetupAudio();
	if(crestType != HADES)
	{
		CreateLightAndIndex();
	}
	index = 0;
	canChange = true;
}
コード例 #4
0
ファイル: Crest.cpp プロジェクト: JonathanPalmerGD/PVGame
Crest::Crest(string aMeshKey, string aMaterialKey, XMMATRIX* aWorldMatrix, PhysicsManager* physicsMan, CREST_TYPE aCrestType) : GameObject(aMeshKey, aMaterialKey, aWorldMatrix, physicsMan, true)
{
	crestType = aCrestType;
	inVision = false;
	renderMan = &RenderManager::getInstance();
	SetupAudio();
	if(aCrestType != HADES)
	{
		CreateLightAndIndex();
	}
	index = 0;
	canChange = true;
}