int main(int argc, char** argv) { // Initiate SFML SfmlWindow window; GraphicsManager graphicsManager; window.initialize(&graphicsManager); GameManager gameManager(&window, &graphicsManager); gameManager.play(); return 0; }
void CuteChessApplication::newDefaultGame() { // default game is a human versus human game using standard variant and // infinite time control ChessGame* game = new ChessGame(Chess::BoardFactory::create("standard"), new PgnGame()); game->setTimeControl(TimeControl("inf")); game->pause(); connect(game, SIGNAL(started(ChessGame*)), this, SLOT(newGameWindow(ChessGame*))); gameManager()->newGame(game, new HumanBuilder(userName()), new HumanBuilder(userName())); }
int WINAPI WinMain(HINSTANCE instance, HINSTANCE prevInstance, LPSTR cmdLine, int showCmd) #endif { sf::RenderWindow window(sf::VideoMode(1440, 900), "Productopolis", sf::Style::Close, sf::ContextSettings(0, 0, 8)); window.setFramerateLimit(60); srand((unsigned)time(0)); sf::Clock gameClock; float dt, dtAccumulator = 0.0f; const float timeStep = 1.0f / 60.0f; GameManager gameManager(&window); gameManager.init(); sf::Event event; while (window.isOpen()) { window.pollEvent(event); switch (event.type) { case sf::Event::Closed: window.close(); break; default: gameManager.input(event); break; } dt = gameClock.restart().asSeconds(); if (dt > 0.1f) dt = 0.1f; dtAccumulator += dt; while (dtAccumulator >= timeStep) { gameManager.update(timeStep, window); dtAccumulator -= timeStep; } window.clear(sf::Color(40, 40, 40)); gameManager.draw(); window.display(); } gameManager.deInit(); return 0; }