int main() { MainGame mainGame; mainGame.run(); return 0; }
bool Enemy::initwithGame(Layer* gameLayer) { if (!Node::init()) return false; _gameLayer = gameLayer; _maxHp = 40; _currentHp = _maxHp; _walkingspeed = 5.0f; _ptrSprite = Sprite::create("images/enemy.png"); this->addChild(_ptrSprite); MainGame* layer = static_cast<MainGame*>(_gameLayer); unsigned int count = layer->getWayPoints().size(); WayPoint* wayPoint = static_cast<WayPoint*>(layer->getWayPoints().at(count - 1)); _destinationWayPoint = wayPoint->getNextWayPoint(); _spritePosition = wayPoint->getWayPosition(); _ptrSprite->setPosition(_spritePosition); _gameLayer->addChild(this); scheduleUpdate(); return true; }
int main(int argc, char** argv) { MainGame mainGame; mainGame.run(); return 0; }
int main(int argc, char** argv) { MainGame mainGame; mainGame.Run(); SDL_Delay(5000); return 0; }
int main(int argc, char **argv) { MainGame game; //Instantiates the engine game.Run(); //begins the engine loop return 0; }
void MainWindow::on_NewGame_clicked() //Opens Maingame window { //MainGame mgame; MainGame *mgame = new MainGame; mgame->setWindowTitle("Star Stuff"); mgame->show(); this->destroy(); }
int main(int argc, char** argv) { MainGame mainGame; mainGame.run(); return 0; //SDL_Init(SDL_INIT_EVERYTHING); // return 0; }
int main(int argc, char* argv[]) { QApplication app(argc, argv); app.setApplicationName("Test Game"); MainGame game; game.init(); game.show(); return app.exec(); }
int WINAPI wWinMain(HINSTANCE i_hInstance, HINSTANCE i_hPrevInstance, LPWSTR i_lpCmdLine, int i_nCmdShow) { //_CrtSetBreakAlloc(506); MainGame mainGame; mainGame.Initialize(i_hInstance, i_nCmdShow); mainGame.Run(); #ifdef _DEBUG _CrtDumpMemoryLeaks(); #endif }
void Enemy::getRemoved() { for (Tower* attacker : _vectAttackedBy) { attacker->targetKilled(); } this->removeFromParentAndCleanup(true); MainGame* layer = static_cast<MainGame*>(_gameLayer); layer->awardGold(100); layer->getEnemies().eraseObject(this, true); layer->enemyGotKilled(); }
void Enemy::update(float dt) { Node::update(dt); if (!_active) return; MainGame* layer = static_cast<MainGame*>(_gameLayer); if (layer->circle(_spritePosition, 1.0f, _destinationWayPoint->getWayPosition(), 1.0f)) { if (_destinationWayPoint->getNextWayPoint()) { _destinationWayPoint = _destinationWayPoint->getNextWayPoint(); } else { layer->getHpDamage(); getRemoved(); return; } } Point targetPoint = _destinationWayPoint->getWayPosition(); float movementSpeed = _walkingspeed; Point normalized = ccpNormalize(Point(targetPoint.x - _spritePosition.x, targetPoint.y - _spritePosition.y)); _ptrSprite->setRotation(CC_RADIANS_TO_DEGREES(atan2(normalized.y, -normalized.x))); _spritePosition = Point(_spritePosition.x+normalized.x*movementSpeed, _spritePosition.y+normalized.y*movementSpeed); _ptrSprite->setPosition(_spritePosition); }
int main() { //Initializes main game class MainGame mainGame; mainGame.init(); }
INT WINAPI _tWinMain(HINSTANCE hInst, HINSTANCE, LPTSTR, INT) { LPCTSTR szClassName = _T("MyMainWindowClass"); WNDCLASSEX wcex = {0}; wcex.cbSize = sizeof(wcex); wcex.style = CS_VREDRAW | CS_HREDRAW; wcex.lpfnWndProc = &WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInst; wcex.hIcon = ::LoadIcon(NULL, IDI_APPLICATION); wcex.hCursor = ::LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)::GetStockObject(WHITE_BRUSH); wcex.lpszMenuName = 0; wcex.lpszClassName = szClassName; wcex.hIconSm = wcex.hIcon; if (!::RegisterClassEx(&wcex)) { return 1; } int cx = ::GetSystemMetrics(SM_CXSCREEN); int cy = ::GetSystemMetrics(SM_CYSCREEN); int width = 800; int height = 600; //int x = (cx - width)/2; //int y = (cy - height)/2; //해상도가 좌측상단(0, 0) 이 아니면 짤려서 나옴.. !! //화면 해상도를 설정을 하기위한 구조체.. DEVMODE dev; dev.dmSize = sizeof(DEVMODE); dev.dmPelsWidth = width; dev.dmPelsHeight = height; dev.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT; //해상도를 바꾸기 위해서 이 함수를 써야하는데 그래서 위 구조체를 정의해줬다. (크아가 이런식으로 하는거군..) //::ChangeDisplaySettings(&dev, CDS_FULLSCREEN); DWORD dwStyle = WS_POPUP; // 미니 전체화면.. //dwStyle = dwStyle & ~WS_THICKFRAME; //dwStyle = dwStyle & ~WS_MINIMIZEBOX; //dwStyle = dwStyle & ~WS_MAXIMIZEBOX; HWND hWnd = ::CreateWindowEx(0, szClassName, _T("Win32 Mouse"), dwStyle, 0, 0, width, height, NULL, NULL, hInst, NULL); if (hWnd == NULL) { return 2; } ::ShowWindow(hWnd, SW_NORMAL); ::UpdateWindow(hWnd); RECT rc; ::GetClientRect(hWnd, &rc); POINT lt = {rc.left, rc.top}; POINT rb = {rc.right, rc.bottom}; ::ClientToScreen(hWnd, <); ::ClientToScreen(hWnd, &rb); RECT rcScreen = {lt.x, lt.y, rb.x, rb.y}; ::ClipCursor(&rcScreen); MSG msg; MainGame mg; mg.Attach(hWnd); mg.Load(); DWORD dt = 0; DWORD st = ::GetTickCount(); while (true) { if(::PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { ::TranslateMessage(&msg); ::DispatchMessage(&msg); } if (msg.message == WM_QUIT) break; mg.Input(dt); mg.Update(dt, hWnd); mg.Draw(dt); dt = ::GetTickCount() - st; st = ::GetTickCount(); } return msg.wParam; }