Пример #1
0
int main()
{
	sf::RenderWindow window(sf::VideoMode(200, 200), "SFML works!");
	window.setFramerateLimit(60);

	System zeldish;
	zeldish.Initialize(&window);

	while (window.isOpen())
	{
		sf::Event event;
		while (window.pollEvent(event))
		{
			if (event.type == sf::Event::Closed)
				window.close();
		}

		window.clear();
		zeldish.HandleInput();
		zeldish.Update(1.0f);
		window.display();
	}

	return 0;
}
Пример #2
0
int main(int argc, char *argv[])
{
	System system;

	// Run throught each start function
	// Splitting them down allows for more information to be displayed to the user in case of error
	try
	{
		// We start SDL first so that we can use the message boxes that SDL provides
		system.StartSDL();
	}
	catch (char* error)
	{
		printf(error);
		return -1;
	}

	try
	{
		// Create the SDL windows and bind the OpenGL contexts
		system.StartWindow();
	}
	catch (char* error)
	{
		SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Window Error", error, NULL);
		return -1;
	}

	// Start the renders for SDL, both for the main OpenGL window and the SDL settings window
	try
	{
		system.StartRenderer();
	}
	catch (char* error)
	{
		SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Renderer Error", error, NULL);
		return -1;
	}

	// Start SDL_TTF plugin
	try
	{
		system.StartTTF();
	}
	catch (char* error)
	{
		SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "SDL TTF Error", error, NULL);
		return -1;
	}

	// Finally load the font
	try
	{
		system.LoadFonts();
	}
	catch (char* error)
	{
		SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Font Error", error, NULL);
		return -1;
	}

	// Create the map and initialise all of the player (entity values)
	system.StartSubsystems();
	// Reset our time to ignore the start
	system.StartTime();
	
	// General system update and draw
	// System holds ALL sub-systems such as scene, player, map and algorithm
	// Every update required for these happens within the system or below
	while (system.GetRunning())
	{
		system.Update();
		system.Draw();
	}

	return 0;
}
Пример #3
0
int main()
{
    System Sys;
    Sys.Update();
    return 0;
}