// MAIN int main() { srand((int)time(NULL)); Fl_Window win(WINDOW_WIDTH + CONTROL_PANEL_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE); MyGlWindow mygl(0, 0, win.w()-CONTROL_PANEL_WIDTH, win.h()); SliderInput sBirthRate(win.w() - CONTROL_PANEL_WIDTH + 2, 2, CONTROL_PANEL_WIDTH - 4, 20, &mygl.particles.BirthRate, "Birth Rate (per second)"); sBirthRate.bounds(0, 500); SliderInput sMaxLife(win.w() - CONTROL_PANEL_WIDTH + 2, 42, CONTROL_PANEL_WIDTH - 4, 20, &mygl.particles.MaximumParticleLife, "Max Particle Life (seconds)"); sMaxLife.bounds(0, 10); SliderInput sParticleSize(win.w() - CONTROL_PANEL_WIDTH + 2, 82, CONTROL_PANEL_WIDTH - 4, 20, &mygl.particles.ParticleSize, "Particle Size"); sParticleSize.bounds(1, 25); SliderInput sParticleVariance(win.w() - CONTROL_PANEL_WIDTH + 2, 122, CONTROL_PANEL_WIDTH - 4, 20, &mygl.particles.ParticleSizeVar, "Particle Size Variance %"); sParticleVariance.bounds(1, 100); win.end(); win.resizable(mygl); win.show(); return(Fl::run()); }
int main (int argc, char **argv) { QApplication a( argc, argv); QGLFormat format; format.setDepthBufferSize(24); format.setVersion(3, 3); format.setProfile(QGLFormat::CoreProfile); QGLFormat::setDefaultFormat(format); MyGLWidget mygl(format); mygl.resize (800, 800); mygl.show (); return a.exec (); }
int main(int argc, char **argv) { // set up game Stage *s = new Stage(GRAVITY_DEF); s->mc = new Character(s, "MC", 50, POS_X_START, POS_Y_START, CHAR_W_DEF, CHAR_H_DEF); s->mcP = NULL; s->enemies[0] = new Character(s, "Enemy1", 20, 400, POS_Y_START, CHAR_W_DEF, CHAR_H_DEF); s->enemies[0]->isPossessible = true; // create window and run Fl_Window win(WINDOW_WIDTH, WINDOW_HEIGHT, "Ghost Story"); MyGlWindow mygl(s, 10, 10, win.w()-20, win.h()-20); win.end(); win.resizable(mygl); win.show(); return (Fl::run()); }