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; }
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; }
void start_help(spFontPointer font, void ( *resize )( Uint16 w, Uint16 h )) { int i = 3; while (i --> 0 ) { help_button[i].x = -1; help_button[i].y = -1; help_button[i].w = -1; help_button[i].h = -1; } help_was_pressed = 0; help_block = spCreateTextBlock(help_text,spGetWindowSurface()->w*2/3-4,font); help_scroll = 0; help_font = font; spLoop(help_draw,help_calc,10,resize,NULL); spDeleteTextBlock(help_block); }
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; }
void run_splashscreen(void (*resize)(Uint16 w,Uint16 h)) { //spSetPerspectiveTextureMapping(1); splash_rotation = 0; sparrow = spLoadSurface("./images/sparrow.png"); logo = spLoadSurface("./images/dragonbox.png"); sparrow_mesh = spMeshLoadObj( "./images/splash.obj", sparrow, 65535 ); logo_mesh = spMeshLoadObj( "./images/splash.obj", logo, 65535 ); int i; for (i = 0; i < MESH_SIZE*2; i ++) { saved_points[i][0] = sparrow_mesh->texPoint[i].x; saved_points[i][1] = sparrow_mesh->texPoint[i].y; saved_points[i][2] = sparrow_mesh->texPoint[i].z; } splash_counter = SPLASH_WAIT; spLoop(draw_splash,calc_splash,10,resize,NULL); spMeshDelete( sparrow_mesh ); spMeshDelete( logo_mesh ); SDL_FreeSurface(sparrow); SDL_FreeSurface(logo); //spSetPerspectiveTextureMapping(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; }
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; }