コード例 #1
0
ファイル: engine.cpp プロジェクト: pmprog/P01
int main(int argc, char **argv)
{
	spInitCore();
	SDL_EnableUNICODE( 1 );

	gameSettings = new Settings();

	display = spCreateWindow( gameSettings->ScreenWidth, gameSettings->ScreenHeight, gameSettings->FullScreen, 0 );
  //Setup of the new/resized window
  spSelectRenderTarget(spGetWindowSurface());
  spSetPerspective(50.0f,(float)spGetWindowSurface()->w/(float)spGetWindowSurface()->h,0.1f,100.0f);


	spSetZTest( 0 );
	spSetZSet( 0 );
	spSetAlphaTest( 1 );

  gameStack = new StageStack();
  gameStack->Push( (Stage*)(new BootStage()) );

	deltaTime = 0;
	spLoop( engineDraw, engineUpdate, 10, resizeWindow, engineSDLEvent);

	spQuitCore();
	return 0;
}
コード例 #2
0
ファイル: testmesh.c プロジェクト: bzar/sparrow3d
int main(int argc, char **argv)
{
	//sparrow3D Init
	spSetDefaultWindowSize(640,480); //Creates a 640x480 window at PC instead of 320x240
	spInitCore();
	
	//Setup
	screen = spCreateDefaultWindow();
	//Selecting the renderTarget. It could be every surface
	spSelectRenderTarget(screen);
	resize(screen->w,screen->h);
	
	//Textures loading
	texture = spLoadSurface("./data/garfield.png");
	//Setting alpha test to 0, because the texture has pink parts
	spSetAlphaTest(0);
	//Mesh loading
	mesh = spMeshLoadObj("./data/testmeshuv_tri.obj",texture,65535);
		
	//Light on! There is one "default" light at 0,0,0 with color white. We just use it.
	spSetLight(1);
	
	//All glory the main loop
	//every frame the draw_function is called
	//every frame the calc_function is called with the past time as argument
	//at least 10 ms have to be between to frames (max 100 fps)
	//if the window is resized, the resize feedback-function is called (again)
	spLoop(draw_function,calc_function,10,resize,NULL);
	
	//Winter Wrap up, Winter Wrap up
	spMeshDelete(mesh);
	spDeleteSurface(texture);
	spQuitCore();
	return 0;
}
コード例 #3
0
ファイル: testserver.c プロジェクト: ppiecuch/sparrow3d
int main( int argc, char **argv )
{
	//sparrow3D Init
	spSetDefaultWindowSize( 640, 480 ); //Creates a 640x480 window at PC instead of 320x240
	spInitCore();

	//Setup
	screen = spCreateDefaultWindow();
	spSelectRenderTarget(screen);
	resize(screen->w,screen->h);
	spSetZSet(0);
	spSetZTest(0);

	spLoop( draw_function, calc_function, 10, resize, NULL );

	//Winter Wrap up, Winter Wrap up
	spFontDelete( font );
	spQuitCore();
	return 0;
}
コード例 #4
0
int main( int argc, char **argv )
{
	//sparrow3D Init
	spInitCore();
	
	//spSetDefaultWindowSize(800,480);

	//Setup
	#if (defined ZOOMUP || defined ZOOMDOWN) && !(defined ZOOMUP && defined ZOOMDOWN)
		real_screen = spCreateDefaultWindow();
		resize( real_screen->w, real_screen->h );
	#else
		screen = spCreateDefaultWindow();
		resize( screen->w, screen->h );
	#endif

	//Setting the first level
	levelPointer = getLevelOverPointer();
	if (argc < 2)
		sprintf(get_saved_level(),"./level/tile_test.tmx");
	else
		sprintf(get_saved_level(),"%s",argv[1]);
	levelFade = FADE_TIME;
	(*levelPointer) = loadLevel(get_saved_level());
	createPhysicsFromLevel((*levelPointer));
	
	//All glory the main loop
	spLoop( draw_schizo, calc_schizo, 10, resize, NULL );

	//Winter Wrap up, Winter Wrap up …
	clearPhysics();
	deleteLevel((*levelPointer));
	spFontDelete( font );
	spDeleteSurface(screen);
	spQuitCore();
	return 0;
}
コード例 #5
0
ファイル: testsprite.c プロジェクト: bzar/sparrow3d
int main( int argc, char **argv )
{
	//sparrow3D Init
	spSetDefaultWindowSize( 640, 480 ); //Creates a 640x480 window at PC instead of 320x240
	spInitCore();

	//Setup
	screen = spCreateDefaultWindow();
	spSelectRenderTarget(screen);

	//Tile map loading
	tile_map = spLoadSurface( "./data/science_guy_frames01.png" );

	//Creating an empty sprite
	sprite = spNewSprite();
	//Filling it with it subsprites.
	int i;
	for ( i = 0; i < 9; i++ )
		spNewSubSpriteWithTiling( sprite, tile_map, i * 24 + 1, 1, 22, 46, 100 );

	//We don't want to use the zBuffer in any way
	spSetZSet(0);
	spSetZTest(0);

	//All glory the main loop
	//every frame the draw_function is called
	//every frame the calc_function is called with the past time as argument
	//at least 10 ms have to be between to frames (max 100 fps)
	//if the window is resized, the resize feedback-function is called (again)
	spLoop( draw_function, calc_function, 10, NULL, NULL );

	//Winter Wrap up, Winter Wrap up
	spDeleteSprite( sprite );
	spDeleteSurface( tile_map );
	spQuitCore();
	return 0;
}
コード例 #6
0
ファイル: puzzletube.c プロジェクト: theZiz/puzzletube
int main(int argc, char **argv)
{
	//puzzletube setup
	srand(time(NULL));
	settings_load();
	highscore_load();
	
	//Language setup
	spReadPossibleLanguages("./translations/languages.txt");
	spBundlePointer translation = spLoadBundle("./translations/translations.txt",1);
	/* //counting all hashes:
	spTextPointer mom = translation->firstText;
	int mesh[257];
	memset(mesh,0,257*4);
	int count = 0;
	while (mom)
	{
		if (mom->hash >= 0 && mom->hash < 256)
		{
			mesh[mom->hash]++;
		}
		else
			mesh[256]++;
		count++;
		mom = mom->next;
	}
	int i,j;
	for (i = 0; i < 16; i++)
	{
		for (j = 0; j < 16; j++)
		{
			printf(" %3i",mesh[i+j*16]);
		}
		printf("\n");
	}
	printf("Invalid hash: %i\n",mesh[256]);
	printf("Total hash: %i\n",count);*/
	settings_set_translation(translation);

	//sparrow3D Init
	//spSetDefaultWindowSize( 800, 480 );
	spInitCore();
	spInitNet();
	spSetAffineTextureHack(0); //We don't need it :)
	spInitMath();
	
	//Setup
	screen = spCreateDefaultWindow();
	resize(screen->w,screen->h);
	
	run_splashscreen(resize);
	spSetCulling(0);
	init_music();
	prepare_game_objects(1);
	change_music("Midnight Mediation","Nick May");
	highscore_save();
	init_c4a();
	run_menu(resize);
	quit_c4a();
	delete_game_objects();
	spDeleteBundle(translation,0);
	spFontDelete(font);
	spFontDelete(small_font);
	spFontDelete(middle_font);
	quit_music();
	spQuitNet();
	spQuitCore();
	return 0;
}