コード例 #1
0
ファイル: main.cpp プロジェクト: CurtisBuckoll/SpaceGame
int main()
{
	// Init GLFW
	glfwInit();
	
	// Create a GLFWwindow object that we can use for GLFW's functions
	Window window = Window(WIDTH, HEIGHT, TITLE);
	window.DefineViewport();

	//glfwSetInputMode(window.getWindowPtr(), GLFW_CURSOR, GLFW_CURSOR_DISABLED);			
	/// ^(Maybe use this later)

	// Callback functions
	glfwSetKeyCallback(window.getWindowPtr() , key_callback);

	// Init GLEW
	glewExperimental = GL_TRUE;
	glewInit();

	// Enable alpha channel transparency
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	// Load and compile shaders to a program
	Shader ShaderProgram = Shader("../deps/shaders/shadervert.vs", "../deps/shaders/shaderfrag.fs");

	// Load explosion graphics
	extern_Explosion.Init(ShaderProgram.GetProgramID());

	// Load texture/Game objects
	Texture2D texture_background1 = Texture2D("../deps/textures/backgroundSpace_01.1.png", PNG_RGB);
	SpriteMap Background = SpriteMap(texture_background1, 1.0f, 1.0f, glm::vec3(0.0f, 0.0f, 0.0f), 1.0f, BACKGROUND);

	Player PlayerShip;
	PlayerShip.Init(moveSpeed);

	Enemy Enemies;
	Enemies.Init();

	// Projection matrix: ortho for 2D
	glm::mat4 proj = glm::ortho(0, window.getWidth(), 0, window.getHeight());


	// Game loop
	while (!window.ShouldClose())
	{
		double startFrame = glfwGetTime();  ///< for FPS limiting

		// Check if any events have been activiated and call callback function (via GLFW)
		glfwPollEvents();

		// Clear the colorbuffer
		glClearColor(0.6f, 0.8f, 0.8f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		/*	   Drawing	    */

		ShaderProgram.Use();

		// Background position and drawing calculations - just identity matrix
		glm::mat4 model;
		GLint modelLoc = glGetUniformLocation(ShaderProgram.GetProgramID(), "model");
		glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));

		Background.BackgroundScroll(scrollSpeed);
		Background.Draw();

		Collision::EnemyHit(&PlayerShip, &Enemies);
		Collision::PlayerHit(&PlayerShip, &Enemies);
		Collision::ShipsCollide(&PlayerShip, &Enemies);

		PlayerShip.Move(keys);
		PlayerShip.AddShots(keys);
		PlayerShip.Draw(ShaderProgram.GetProgramID());
		
		Enemies.Move();
		Enemies.Shoot(PlayerShip.GetPosition());
		Enemies.Draw(ShaderProgram.GetProgramID());

		extern_Explosion.Draw();

		// FPS Calculation/Limiting
		float fps = CalculateFPS();
		static int printFPS = 0;
		if (printFPS == 100) {
			Enemies.Add(EN_0, PlayerShip.GetPosition());
			Enemies.Add(EN_1, PlayerShip.GetPosition());
			std::cout << fps << std::endl;
			printFPS = 0;
		} else {
			printFPS++;
		}
		
		
		LimitFPS(FPS, startFrame);
		
		if (PlayerShip.GetLives() <= 0)
		{
			window.Close();
		}

		// Swap the screen buffers
		window.SwapBuffers();
	}

	Background.Delete();
	PlayerShip.Delete();
	Enemies.DeleteAll();
	extern_Explosion.DeleteAll();

	// Close GLFW
	glfwTerminate();
	return 0;
}