int main( int argc, char* args[]) { //player Player myPlayer; //fps FPS fps; //init if(init() == false) { return 1; } //load if(loadFiles() != false) { loadLevel(lvlScene); } else { return 1; } //while no quit while(quit == false) { //start timer fps.startFPS(); while(SDL_PollEvent(&event)) { //player event myPlayer.getInputPlayer(); //x out window if(event.type == SDL_QUIT) { quit = true; } } //lvlupdate updateLevel(); //player controls myPlayer.movePlayer(); myPlayer.showPlayer(pAlpha); //SDL_FillRect( screen, &wall, SDL_MapRGB( screen->format, 0x77, 0x77, 0x77 ) ); //nextlvl /*if(nextlvl == true) { cleanUp(); nextlvl == false; }*/ //update if(SDL_Flip(screen) == -1) { return 1; } //cap if(fps.getT() < 1000 / fpsNum) { SDL_Delay((1000 / fpsNum) - fps.getT()); } } cleanUp(); return 0; }
//MAIN// int main( int argc, char* args[] ) { //Init Rand to clock srand ( time(NULL) ); //Initialize Window initSDLWindow( SCREENWIDTH, SCREENHEIGHT, SCREENBPP ); //Load Files loadFiles(); //Create Text createText(); //Init classes Timer fps; Level *theLevel; //GAME LOOP// while( run ) { //Start the frame timer fps.start(); //Init Events for keyboard initSDLEvents(); //Apply the background applySurface( 0, 0, background, screen, NULL ); //MENU if ( menu ) { applySurface( ( SCREENWIDTH - menuTitle->w ) / 2, (SCREENHEIGHT / 5), menuTitle, screen, NULL ); applySurface( ( SCREENWIDTH - menuScreen->w ) / 2, (SCREENHEIGHT / 6)*4, menuScreen, screen, NULL ); if (initSDLEvents() == 'e') { menu = 0; game = 1; theLevel = new Level(screen, SCREENWIDTH, SCREENHEIGHT); } }//MENU END //GAME if ( game ) { if ((theLevel->play(frame)) == true) { menu = 1; game = 0; delete theLevel; } }//GAME END //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } //Set frame rate setTimer( fps, FRAMESPERSECOND, frame, true ); //check for quit checkQuit(initSDLEvents()); }//GAME LOOP END// //Clean up quitSDL(); return 0; }//END MAIN//