void RosalilaGraphics::updateScreen() { //Write errors to the log std::string error= ">>>"; error+=SDL_GetError(); if(error!=">>>") writeLogLine(error); //Draw frameCap(); // SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); // SDL_RenderClear(renderer); //SDL_RenderPresent(renderer); SDL_GL_SwapWindow(window); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); }
int main( int argc, char* args[] ) { //Initialize init(); update=new Timer(); update->start(); SDL_Surface * game_over = IMG_Load( "game_over.png" ); Background background(screen); Player player(screen); Enemy enemy(screen); Enemy enemy2(screen); Llama Llama(screen); SDL_Event event; //Quit flag bool quit = false; while( quit == false ) { //If there's an event to handle if( SDL_PollEvent( &event ) ) { //If a key was pressed if( event.type == SDL_KEYDOWN ) { //Set the proper message surface switch( event.key.keysym.sym ) { case SDLK_ESCAPE: quit = true; break; case SDLK_UP: if (! player.isJumping){ player.jump(); break; } } } //If the user has Xed out the window else if( event.type == SDL_QUIT ) { //Quit the program quit = true; } } background.logic(); player.logic(); enemy.logic(); enemy2.logic2(); Llama.logic(); if(player.x-enemy.x<50 && player.x-enemy.x>-50 && player.y-enemy.y<50 && player.y-enemy.y>-50 or player.x-Llama.x<50 && player.x-Llama.x>-50 && player.y-Llama.y<50 && player.y-Llama.y>-50) { player.perder(); } if(player.x-enemy2.x<50 && player.x-enemy2.x>-50 && player.y-enemy2.y<50 && player.y-enemy2.y>-50 or player.x-Llama.x<50 && player.x-Llama.x>-50 && player.y-Llama.y<50 && player.y-Llama.y>-50) { player.perder(); } if (player.murio) break; background.render(); player.render(); enemy.render(); enemy2.render(); Llama.render(); frameCap(); //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } } while( quit == false ) { //If there's an event to handle if( SDL_PollEvent( &event ) ) { //If a key was pressed if( event.type == SDL_KEYDOWN ) { //Set the proper message surface switch( event.key.keysym.sym ) { case SDLK_ESCAPE: quit = true; break; } } //If the user has Xed out the window else if( event.type == SDL_QUIT ) { //Quit the program quit = true; } } //SDL_Rect offset; offset.x = 0; offset.y = 0; SDL_BlitSurface( game_over, NULL, screen, &offset ); frameCap(); //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } } //SDL_Quit(); return 0; }