int main() { TestGame game; game.Run(); return 0; }
int main() { TestGame* game = new TestGame(); game->run(); return EXIT_SUCCESS; }
int main(int argc, char** argv) { TestGame game; game.Start(); return 0; }
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInst, LPSTR lpCmdLine, int nCmdShow) { //Create a TestGame pointer TestGame* tGame = new TestGame (hInstance); if (!tGame->Init ()) return 0; return (tGame->Run ()); }
//-------------------------------------------------------------------------------- int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine,int intnShowCmd) { TestGame* pkGame = new TestGame(hInstance); if(!pkGame->StartUp()) return 0; // flag para cortar el main loop bool bQuit = false; MSG kMsg; while(!pkGame->Loop() && !bQuit) { // capturo el mensaje de Windows if (PeekMessage(&kMsg,NULL,0,0,PM_REMOVE)) { switch(kMsg.message) { // si es un mensaje de salir de la aplicacion case WM_QUIT: bQuit = true; break; // si es un mensaje de presionar una tecla case WM_KEYDOWN: { int iKeyCode = (int)kMsg.wParam; switch (iKeyCode) { // si esa tecla es ESC case VK_ESCAPE: bQuit = true; break; } break; } } // le paso el mensaje de vuelta a Windows TranslateMessage(&kMsg); DispatchMessage(&kMsg); } } // termino el juego pkGame->ShutDown(); return 0; }
int main() { TestGame game; try { game.begin(); } catch (const std::exception& e) { std::cout << e.what() << std::endl; return EXIT_FAILURE; } }
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow){ TestGame TestGame; return TestGame.Run(); }
int main(int argc, char* argv[]) { TestGame game; game.startGame(); return 0; }
void GuyObject::Collide(Object &o) { tg->GotNugget(o); }
int main() { TestGame game; game.Start(); return 0; }