/**************************************************************************//** * @author Paul Blasi * * @par Description: * Updates the state of the CollisionManager and all of the movable objects * * @param[in] frame - the frame count since the last pause/start of the game * *****************************************************************************/ void Animate(int frame) { if (!PAUSED) { if (frame % 10 == 0) { UpdatePaddles(); } COLLISION_MAN.CheckAndExecuteCollisions(); LEFT_PLAYER.Update(); RIGHT_PLAYER.Update(); BALL.Update(); glutTimerFunc(30, Animate, frame + 1); } glutPostRedisplay(); }
int main() { window.create(sf::VideoMode(800, 600), "Breakfree"); window.setVerticalSyncEnabled(true); //, sf::Style::Close|sf::Style::Titlebar); if (!font.loadFromFile("Nirmala.ttf")) return EXIT_FAILURE; Levels lv; Paddle pad; InputManager input; while (window.isOpen()) { switch (level) { case 0: lv.loadLv0(); break; } while (playing) { input.ExecuteEvents(window); pad.Update(); window.clear(); // ------draw graphics here------- sf::Text text("Score: " + std::to_string(score), font, 20); text.setPosition(660, 220); window.draw(text); lv.Draw(window); window.draw(pad.sprite); window.draw(pad.ball); window.display(); // ----------------------- } } return 0; }