LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{

	switch ( message )
	{
		case WM_CREATE:
			{
				RECT wantRect = { 0, 0, GameManager::RESOLUTION_X, GameManager::RESOLUTION_Y };
				AdjustWindowRect(&wantRect, WS_CAPTION | WS_SYSMENU, false); 
				MoveWindow(hWnd, 0, 0, wantRect.right - wantRect.left, wantRect.bottom - wantRect.top, true);
			}
			break;
		case WM_DESTROY:
			g_GameManager.Destroy();
			PostQuitMessage(0);
			break;
		case WM_LBUTTONDOWN:
		case WM_LBUTTONUP:
		case WM_RBUTTONDOWN:
		case WM_RBUTTONUP:
		case WM_MOUSEMOVE:		
		case WM_MOUSEWHEEL:
			g_GameManager.GameInputProc(hWnd, message, wParam, lParam);
			break;
		break;
		default:
			return DefWindowProc(hWnd, message, wParam, lParam);
			break;
	}

	return 0;
}
예제 #2
0
int		main(int argc, char **argv)
{
	GameManager *		GM;
	std::vector<std::string>lib;

	if (argc > 6 || argc < 4)
	{
		std::cout << "usage: ./nibbler height width library [library [library] ]" << std::endl;
		return -1;
	}

	try
	{
		srand(time(NULL));

		Vector2 size = Vector2(atoi(argv[1]), atoi(argv[2]));
		if (size._x < 20 || size._x > 50 || size._y < 20 || size._y > 50)
		{
			std::cout << "size is not correct, es soll zwischen 20 und 50 sein" << std::endl;
			return -1;
		}

		for (int i = 3; i < argc ; i++)
			lib.push_back(argv[i]);

		GM = new GameManager(1, size, lib);
		GM->Update();
		delete GM;
	}
	catch (std::exception & e)
	{
		std::cout << "Nibbler : " << e.what() << std::endl;
	}
	return (0);
}
예제 #3
0
int main () {

  GameManager* game = new GameManager();
  IntroState* introState = new IntroState();
  PlayState* playState = new PlayState();
  PauseState* pauseState = new PauseState();

  UNUSED_VARIABLE(introState);
  UNUSED_VARIABLE(playState);
  UNUSED_VARIABLE(pauseState);
    
  try
    {
      // Inicializa el juego y transición al primer estado.
      game->start(IntroState::getSingletonPtr());
    }
  catch (Ogre::Exception& e)
    {
      std::cerr << "Excepción detectada: " << e.getFullDescription();
    }
  
  delete game;
  
  return 0;
}
예제 #4
0
파일: Main.cpp 프로젝트: Numkn644/BlackJack
int WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
{
	ChangeWindowMode(TRUE);
	DxLib_Init();
	SetDrawScreen(DX_SCREEN_BACK);

	int handle = LoadGraph("image/backGround.png");

	GameManager *gameMgr;
	gameMgr = new GameManager();

	/*初期化処理*/
	gameMgr->initialize();

	while (!ProcessMessage() && !ScreenFlip() && !ClearDrawScreen())
	{
		/*キーボードアップデート*/
		KeyboardInput::Instance()->update();
		if (KeyboardInput::Instance()->get(KEY_INPUT_ESCAPE) == 1){ break; }


		DrawGraph(0, 0, handle, FALSE);

		/*メイン処理*/
		gameMgr->execute();

	}
	/*終了処理*/
	gameMgr->finalize();
	delete gameMgr;

	DxLib_End();

	return 0;
}
예제 #5
0
  int main(int argc, char *argv[])
#endif
  {
	  srand((unsigned int)time(NULL));

	  if (AllocConsole())
	  {
		  freopen("CONIN$", "rb", stdin);
		  freopen("CONOUT$", "wb", stdout);
		  freopen("CONOUT$", "wb", stderr);
		  std::ios::sync_with_stdio();
	  }

	  GameManager game;
	  try
	  {
		  game.init();
		  game.changeState(TitleState::getInstance());
		  game.go();
	  }
	  catch( Ogre::Exception& e ) {
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
      MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
#else
      std::cerr << "An exception has occured: " <<
        e.getFullDescription().c_str() << std::endl;
#endif
    }

    return 0;
  }
예제 #6
0
파일: Area.cpp 프로젝트: dcbishop/tx
/**
 * Adds an Object to the area.
 * @param object The Object's pointer.
 * @see removeObject()
 */
void Area::addObject(Object* object) {
    //object->setArea(this);
    DEBUG_M("Entering function...");
    GameManager* gm = getGameManager();
    if(object->getGameManager() != gm) {
        DEBUG_A("Different GameMangers...");
        object->setGameManager(gm);
        if(gm) {
            DEBUG_A("Registering  object with gamemanager...");
            gm->registerObject(object);
        }
    }

    RigidBody* rb = dynamic_cast<RigidBody*>(object);
    if(rb) {
        rb->addBody(getPhysics());
    }

    Light* pl = dynamic_cast<Light*>(object);
    if(pl) {
        lights_.push_back(pl);
    }

    addChild(object);
}
예제 #7
0
uShort timer_gameManagerProcess(timer* t, uLong ms)
{
	GameManager* g = (GameManager*)t->userData;
	ASSERT(g);
	g->Process(ms);
	return TIMER_CONTINUE;
}
예제 #8
0
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance,LPSTR lpCmdLine, int nCmdShow )
{
#ifdef _DEBUG
	ChangeWindowMode( TRUE );			//ウィンドウ起動
#endif

	//フルスクリーンにするか
	/*int YN = MessageBox(NULL,"フルスクリーンで起動しますか?","ウィンドウサイズの設定",MB_YESNO);
	if(YN != IDYES )ChangeWindowMode(TRUE);*/

	//多重起動をできないようにする
	SetDoubleStartValidFlag(FALSE);

	SetGraphMode( 800 , 600 , 16 ) ;

	if( DxLib_Init() == -1 ){ return -1 ; }		// DXライブラリ初期化処理

	while( ProcessMessage() == 0 && CheckHitKey(KEY_INPUT_ESCAPE) == FALSE)
	{
		//ゲームマネージャー
		GameManager* GameMain = new GameManager();
	
		//メイン
		GameMain->Menu();
		GameMain->Run();

		delete GameMain;
	}

	DxLib_End();		// DXライブラリ使用の終了処理

	return 0;		// ソフトの終了
}
예제 #9
0
int main( int argc, char** argv )
{
	Actor** actors = (Actor**) malloc(10 * sizeof(Actor*));
	
	actors[0] = new simplehero(ACTOR_HERO);
	actors[1] = new SmartHero(ACTOR_HERO);
	actors[2] = new SmartEnemy(ACTOR_ENEMY);
	actors[3] = new SmartPowerup(ACTOR_POWERUP);
	int num_actors = 4;

	GameManager* manager = new GameManager(argc, argv, actors, num_actors);
	manager->addActor(new Actor(ACTOR_HERO));
	manager->play();

	delete manager;
	manager = 0;

	for ( int i = 0; i < num_actors; i++ )
	{
		delete actors[i];
	}
	free(actors);
	actors = 0;
	return 0;
}
예제 #10
0
void RotateObjects::apply() {
	GameManager* gameManager = selection->getGameManager();
	list<unsigned int>::iterator sprite = spritesToRotate.begin();
	list<Vec2>::iterator posIt = startingSpritePositions.begin();
	list<float>::iterator rotIt = startingSpriteRotations.begin();
	for (; sprite != spritesToRotate.end(); ++sprite, ++posIt, ++rotIt) {
		if (absoluteRotation) {
			((SpriteObject*)gameManager->getObject(*sprite))->setRotation(angle);
		}
		else {
			Vec2 newPosition = vectorRot2D((*posIt), rotationCenter, angle);
			((SpriteObject*)gameManager->getObject(*sprite))->setPosition(newPosition.x, newPosition.y);
			((SpriteObject*)gameManager->getObject(*sprite))->setRotation((*rotIt) + angle);
		}
	}

	SharedTriangleData* sharedTriangleData = selection->getSharedTriangleData();
	unordered_map<unsigned int, unsigned int>::iterator vertex = verticesToRotate.begin();
	posIt = startingVertexPositions.begin();
	for (; vertex != verticesToRotate.end(); ++vertex, ++posIt) {
		Vec2 newPosition = vectorRot2D((*posIt), rotationCenter, angle);
		sharedTriangleData->setSharedVertexPosition(vertex->first, newPosition.x, newPosition.y);
	}

	selection->updateSelection();
	selection->updateProperties();
}
예제 #11
0
bool SuccessScene::init()
{
	if(!Scene::init())
		return false;

	Size size = Director::getInstance()->getWinSize();
	GameManager* instance = GameManager::getInstance();
	instance->clear();

	Sprite* sprite = Sprite::create("Plain.png");
	sprite->setPosition(Point(size.width / 2, size.height / 2));
	this->addChild(sprite, -1);

	Sprite* nextNormal = Sprite::createWithSpriteFrameName("btnNext.png");
	Sprite* nextOver = Sprite::createWithSpriteFrameName("btnNextOver.png");
	MenuItemSprite* nextItem = MenuItemSprite::create(nextNormal, nextOver, CC_CALLBACK_1(SuccessScene::menuNextCallback, this));

	Sprite* backNormal = Sprite::createWithSpriteFrameName("btnBack.png");
	Sprite* backOver = Sprite::createWithSpriteFrameName("btnBackOver.png");
	MenuItemSprite* backItem = MenuItemSprite::create(backNormal, backOver, CC_CALLBACK_1(SuccessScene::menuCloseCallback, this));

	Menu* menu = Menu::create(backItem, nextItem, NULL);
	menu->alignItemsHorizontally();
	menu->setPosition(Point(size.width / 2, size.height / 2));
	this->addChild(menu);

	return true;
}
예제 #12
0
void ComponentMiniMap::update()
{
	//Reparte los updates por varios frames para que no se los tenga que comer todos un frame y 
	//se note una bajada de rendimiento cada vez que le toque actualizar a todos los sprites
	//Solo entraria durante los primeros updates
	//Va retrasando el reloj cada frame mientras siga quedando delay
	if(delay > 0) 
	{
		delay--;	
		clock.restart();
		return;
	}
	if(clock.getElapsedTime() >= 1000/REFRESH_RATE)
	{

		GameManager* gameManager = GameManager::getInstance();
		//Es mas sencillo trabajar con posiciones en el grid que en coordenadas asi para ajustar en el minimapa	
		Vector2d positionOnGrid = gameManager->getMapManager()->getFrame(parent->position);
		positionOnGrid = Vector2d(positionOnGrid.y, positionOnGrid.x);

		//CAmbiar para que salga el objeto en el centro de la posicion que le pasas
		int x = gameManager->getGraphicsEngine()->getWindowSize().x-180+(parent->position.x/scale); 
		int y = gameManager->getGraphicsEngine()->getWindowSize().y-175+(-parent->position.y/scale);
		
		minimapSprite->setPosition(Vector2d(x,y));
		
		clock.restart();
	}

}
예제 #13
0
bool NetworkEngine::startServer()
{
	GameManager* gameManager = GameManager::getInstance();

	if(!gameManager->isServer())
	{
		std::cout << "ERROR: Se esta intentando lanzar el server desde un cliente\n";
		return false;
	}

	if(started)
	{
		std::cout << "ERROR: El server ya estaba lanzado\n";
		return false;
	}
	
	//start();

	peer = RakNet::RakPeerInterface::GetInstance();
	
	socketDescriptor = new RakNet::SocketDescriptor(0,0);
	socketDescriptor->socketFamily=AF_INET;

	replicaManager = new ReplicaManager();
	messageHandler = new RakNet::PacketLogger();
	networkIdManager = new RakNet::NetworkIDManager();
	
	socketDescriptor->port = SERVER_PORT;

	RakNet::StartupResult startupResult = peer->Startup(MAX_PLAYERS, socketDescriptor, 1);

	

	if(startupResult != RakNet::RAKNET_STARTED)
	{
		std::cout << "ERROR: No se ha podido lanzar el server (StartupResult)\n";
		return false;
	}

	peer->AttachPlugin(replicaManager);
	replicaManager->SetNetworkIDManager(networkIdManager);
	peer->SetMaximumIncomingConnections(MAX_PLAYERS);

	//peer->AttachPlugin(messageHandler);
	messageHandler->SetPrintAcks(false);
	replicaManager->SetAutoSerializeInterval(SERVER_MILLISECONDS_BETWEEN_UPDATES);

	//peer->SetTimeoutTime(5000, RakNet::UNASSIGNED_SYSTEM_ADDRESS);
	
	std::cout << "Starting server in port " << SERVER_PORT << "\n"; 

	std::cout << "Server started with GUID: " << peer->GetMyGUID().ToString() << "\n";
	started = true;

	//replicaManager->SetAutoManageConnections(false,false);

	//replicaManager->Reference(GameManager::getInstance()->getGameObjectManager()->createEnemy());

	return true;
}
예제 #14
0
int main () {
  srand(time(NULL));

  GameManager* game = new GameManager();
  IntroState* introState = new IntroState();
  PlayState* playState = new PlayState();
  MenuState* menuState = new MenuState();
  ControlsState* controlsState = new ControlsState();
  PauseState* pauseState = new PauseState();
  RecordsState * recordState = new RecordsState();
  sounds * s = sounds::getInstance();
  records * r = records::getInstance();

  UNUSED_VARIABLE(introState);
  UNUSED_VARIABLE(playState);
  UNUSED_VARIABLE(pauseState);
  UNUSED_VARIABLE(menuState);
  UNUSED_VARIABLE(controlsState);

  s->load_xml((char*)"sounds.xml");
  r->loadFile((char*)"pacman_records.txt");
  try
    {
      // Inicializa el juego y transición al primer estado.
      game->start(IntroState::getSingletonPtr());
    }
  catch (Ogre::Exception& e)
    {
      std::cerr << "Excepción detectada: " << e.getFullDescription();
    }
  
  delete game;
  
  return 0;
}
예제 #15
0
StaticEntity::StaticEntity(float x, float y, std::string resource_id):Entity( x, y )
{
	GameManager* manager = GameManager::getInstance();
	clan::Canvas& gc = manager->getCanvas();

	_currentSprite = clan::Sprite::resource(gc, resource_id, manager->getResourceManager());
}
예제 #16
0
Player::Player(float x, float y, float speedX, float speedY, unsigned int number, std::string sprite, PlayerModel* model, 
	unsigned int lives )
	: DynamicEntity( x, y, speedX, speedY ), _playerNumber( number ), _lives( lives ), _score( 0 ) ,_model( model ),
	_spriteResourceKey( sprite ), _weapon( new Weapon("Standard laser", "sprites/shot", GameManager::getInstance()->getPlayerOptions()->shotDelay ) ),
	_controller( GamepadController::getNewGamepad( 0 ) ), _invincible( false ), _invincibilityTimerBase(1500),
	_invincibilityTimer( 0 ), _alphaFlash( 0.5f )
{
	setCurrentWeapon( _weapon );
	_weapon->setShotSpeed( GameManager::getInstance()->getPlayerOptions()->shotSpeedX,
		GameManager::getInstance()->getPlayerOptions()->shotSpeedY );

	if (_controller == NULL)
	{
		_controller = new KeyboardController();
	}

	GameManager* manager = GameManager::getInstance();
	clan::Canvas& gc = manager->getCanvas();
	_currentSprite = clan::Sprite::resource( gc, sprite, manager->getResourceManager() );

	std::string descriptor = sprite.substr( sprite.find_last_of( "/" ) + 1 );

	for (int i = 0; i < _currentSprite.get_frame_count(); i++)
	{
		std::string collisionResource = clan::string_format( "outlines/player/%1_00%2", descriptor, i );
		_currentOutlines.push_back( clan::CollisionOutline::load( collisionResource.c_str(), manager->getResourceDocument() ) );
	}

}
예제 #17
0
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int CmdShow)
{
	ChangeWindowMode(TRUE);
	SetGraphMode(WINDOW_X, WINDOW_Y, 32);
	if (DxLib_Init() == -1)return -1;
	SetDrawScreen(DX_SCREEN_BACK);

	//�錾
	GameManager *gm = new GameManager(WINDOW_X, WINDOW_Y);

	while (ProcessMessage() != -1) {
		int startTime = GetNowCount();
		ScreenFlip();
		ClearDrawScreen();

		//����
		gm->All();

		if (CheckHitKey(KEY_INPUT_ESCAPE) == 1)break;
		int endTime = GetNowCount();
		WaitTimer((1000 / 60) - (endTime - startTime));
	}

	delete gm;
	DxLib_End();

	return 0;
}
예제 #18
0
int main ( int argc, char* argv[] )
{
    GameManager* gman = new GameManager();

    if(argc > 2)
    {
        std::string str1 = std::string(argv[2]);
        str1 += ".map";
        gman->setMap(str1);
    }

    gman->init();
    int x = gman->run();
    delete gman;

    if(!x){
        // all is well ;)
        printf("Exited cleanly\n");
        return 0;
    }
    else{
        printf("There was an error\n");
        return 1;
    }
}
int main(int argc, char** argv)
{
	GameManager* game = &GameManager::getGameManager();
	game->runGameLoop();

	return 0;
}
예제 #20
0
파일: main.cpp 프로젝트: gmyu319/Escape
    int main(int argc, char *argv[])
#endif
    {
        // Fill Here ---------------------------------------------------

        GameManager game;
        try
        {
            game.init();
            game.changeState(TitleState::getInstance());
            game.go();
        }

        // --------------------------------------------------------------
        catch (Ogre::Exception& e)
        {
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
            MessageBoxA(NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
#else
            std::cerr << "An exception has occured: " <<
                e.getFullDescription().c_str() << std::endl;
#endif
        }

        return 0;
    }
예제 #21
0
// Abre los sockets, pero no se conecta a nada
// Antes se llamaba StartServerBrowser
bool NetworkEngine::startClient()
{
	GameManager* gameManager = GameManager::getInstance();

	if(gameManager->isServer())
	{
		std::cout << "ERROR: Se esta intentando lanzar un cliente desde el server\n";
		return false;
	}

	if(started)
	{
		std::cout << "ERROR: El cliente ya estaba lanzado\n";
		return false;
	}

	start();

	socketDescriptor->port = 0;

	RakNet::StartupResult startupResult = peer->Startup(1, socketDescriptor, 1);

	if(startupResult != RakNet::RAKNET_STARTED)
	{
		std::cout << "ERROR: No se ha podido lanzar el client (StartupResult)\n";
		return false;
	}

	started = true;
	return true;
}
예제 #22
0
int main(int ac, char **av)
{
    try {
        QApplication app(ac, av);

        const ConfObject  *obj = ConfLoader::getInstance()->getConfObjectFor("./config");

        ListenServerSingleton::getInstance()->init(obj->getStringValueOf("ip_server").c_str());
        ListenServerSingleton::getInstance()->start();

        QFile fileStyle("./rtypeStyle.css");

        if (fileStyle.open(QIODevice::ReadOnly))
        {
            app.setStyleSheet(fileStyle.readAll());
            fileStyle.close();
        }
        GameManager gameManager;

        gameManager.show();

        return app.exec();
    } catch (Exception *e) {
        LOGERR << "Program terminated with " << e->what() << std::endl;
    } catch (Exception e) {
        LOGERR << "Program terminated with " << e.what() << std::endl;
    }
    return (0);
}
예제 #23
0
파일: Polygon.cpp 프로젝트: linger2334/Grow
bool Polygon::init(PolygonInfo& polygonInfo)
{
    if (Sprite::init()) {
        
        _type = Polygon_;
        setTag(polygonInfo.tag);
        this->isConvex = polygonInfo.isConvex;
        setPosition(polygonInfo.position.x*DefiniteSize.width, polygonInfo.position.y*DefiniteSize.height);
        
        GameManager* gameManager = GameManager::getInstance();
        b2BodyDef bodyDef;
        bodyDef.type = b2_staticBody;
        bodyDef.position = cc_to_b2Vec(getPositionX() + (VisibleSize.width/2 - DefiniteSize.width/2), getPositionY());
        bodyDef.userData = this;
        _body = gameManager->getBox2dWorld()->CreateBody(&bodyDef);
        
        b2FixtureDef fixtureDef;
        fixtureDef.filter.groupIndex = -1;
        fixtureDef.filter.categoryBits = 0;
        fixtureDef.filter.maskBits = 0;
        
        b2PolygonShape shape;
        int vertexCount = polygonInfo.vertexes.size();
        CCASSERT(vertexCount>=3&&vertexCount<=b2_maxPolygonVertices, "vertex count is too little or too much!");
        b2Vec2 points[b2_maxPolygonVertices];
        if (isConvex) {
            for (int i = 0; i<vertexCount; i++) {
                points[i] = cc_to_b2Vec(polygonInfo.vertexes[i].x, polygonInfo.vertexes[i].y);
            }
            shape.Set(points,vertexCount);
            
            fixtureDef.shape = &shape;
            _body->CreateFixture(&fixtureDef);
        }else{
            //
            std::vector<b2Vec2> vertexes;
            for (Vec2 vertex : polygonInfo.vertexes) {
                b2Vec2 point = cc_to_b2Vec(vertex.x, vertex.y);
                vertexes.push_back(point);
            }
            //切割
            b2Separator* separator = new b2Separator();
            if (separator->Validate(vertexes)==0) {
                separator->Separate(_body, &fixtureDef, &vertexes, PTM_RATIO);
            }else if (separator->Validate(vertexes)==1){
                CCASSERT(0==1, "there are overlapping lines!");
            }else if (separator->Validate(vertexes)==2){
                CCASSERT(0==2, "the points are not in clockwise order");
            }else if (separator->Validate(vertexes)==3){
                CCASSERT(0==3, "there are overlapping lines and the points are not in clockwise order");
            }
            CC_SAFE_DELETE(separator);
        }
        
        return true;
    }

    return false;
}
예제 #24
0
int main(int argc, char * argv[]){
    GameManager game;
    if(!game.openCam()){
        return 0;
    }
    game.play();
    return 0;
}
예제 #25
0
void SetBonesParent::revert() {
	GameManager* gameManager = selection->getGameManager();
	list<BoneObject*>::iterator parentIt = startingParents.begin();
	for (auto& it : bonesToSetParent) {
		((BoneObject*)gameManager->getObject(it.first))->setParent(*parentIt);
		++parentIt;
	}
}
예제 #26
0
파일: main.cpp 프로젝트: skaramicke/Sonja
int main(int argc, char **argv) {

    GameManager *gameManager = &GameManager::sharedGameManager();
    gameManager->runGameLoop();
    GameManager::destroy();

    return 0;
}
예제 #27
0
//
// Main
//
int main()
{

	GameManager gameManager;
	gameManager.Run();

	return 0;

}
예제 #28
0
파일: main.cpp 프로젝트: JesseTG/RAY
int main()
{
    using std::vector;
    using std::string;
    using std::make_pair;
    using std::chrono::milliseconds;
    using sf::Event;
    using sf::ContextSettings;
    using sf::RenderWindow;
    using sf::VideoMode;
    using sf::View;
    using namespace util;
    using namespace ray;

    GameManager gm;
    Constants::loadConstants(*(gm.getLuaContext()));
    RenderWindow& window = *gm.getRenderWindow();
    // Create the main window
    entities::setLuaState(gm.getLuaContext());
    entities::initBaseTypes(gm);
    entities::initManagerTypeBindings(gm);
    entities::initComponentLuaBindings(gm);
    ai::initAIBindings(gm);

    vector<Event> events;
    bool focused = true;
    while (window.isOpen())
    {
        // Process events
        Event event;
        while (window.pollEvent(event))
        {
            events.push_back(event);

            // Close window : exit
            switch (event.type) {
                case Event::Closed:
                    window.close();
                    break;
                case Event::LostFocus:
                    focused = false;
                    break;
                case Event::GainedFocus:
                    focused = true;
                    break;
                case Event::KeyPressed:
                    break;
                default:
                    ; // nop
            }
        }

        gm.getStateMachine()->update(events);

        events.clear();
    }
}
예제 #29
0
파일: game.cpp 프로젝트: yberry/Game
int _tmain(int argc, _TCHAR* argv[])
{
	GameManager gManager = GameManager();
	
	gManager.init();
	gManager.gameLoop();
	
	return 0;
}
예제 #30
0
void Orc::Shoot(float dt)
{
	GameManager* gManager = GameManager::getInstance();
	float hDir = RandomHelper::random_real(-MAX_SHOT_DEVIATION, MAX_SHOT_DEVIATION);
	float vDir = -ProjectileManager::ENEMY_PROJECTILE_SPEED/2 + RandomHelper::random_real(-MAX_SHOT_DEVIATION, MAX_SHOT_DEVIATION);
	Vec2 dir = Vec2(hDir, vDir);
	gManager->getProjectileManager()->fireProjectile(TOwner::ENEMY, this, dir, "red_dot.png");
	gManager->getSoundManager()->playFX(TSound::ORC_LASER);
}