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#include "game.h"
#include "TextureManager.h"
#include <vector>
#include "GameObject.h"
#include "player.h"
typedef TextureManager TheTextureManager;
GameObject* m_go;
GameObject* m_player;
std::vector<GameObject*> m_gameObjects;
bool Game::init(const char* title, int xpos, int ypos, int width, int height, int flags)
{
if(SDL_Init(SDL_INIT_EVERYTHING) == 0)
{
m_pWindow = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
if(m_pWindow != 0)
{
m_pRenderer = SDL_CreateRenderer(m_pWindow, -1, 0);
if(m_pRenderer != 0)
{
SDL_SetRenderDrawColor(m_pRenderer, 255,255,255,255);
}
else
{
return false;
}
}
else
{
return false;
}
}
else
{
return false;
}
m_go = new GameObject();
m_player = new player();
m_go->load(100, 100, 128, 82, "animate");
m_player->load(300, 300, 128, 82, "animate");
m_gameObjects.push_back(m_go);
m_gameObjects.push_back(m_player);
if(!TheTextureManager::Instance()->load("assets/animate.png", "animate", m_pRenderer))
{
return false;
}
m_bRunning = true;
return true;
}
void Game::render()
{
SDL_RenderClear(m_pRenderer);
for(std::vector<GameObject*>::size_type i = 0;
i != m_gameObjects.size(); i ++)
{
m_gameObjects[i]->draw(m_pRenderer);
}
SDL_RenderPresent(m_pRenderer);
}
void Game::update()
{
for(std::vector<GameObject*>::size_type i = 0; i != m_gameObjects.size(); i ++)
{
m_gameObjects[i]->update();
}
}
void Game::handleEvents()
{
SDL_Event event;
if(SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:m_bRunning = false;
break;
default:
break;
}
}
}
void Game::draw()
{
for(std::vector<GameObject*>::size_type i = 0; i != m_gameObjects.size(); i ++)
{
m_gameObjects[i]->draw(m_pRenderer);
}
}
void Game::clean()
{
SDL_DestroyWindow(m_pWindow);
SDL_DestroyRenderer(m_pRenderer);
SDL_Quit();
}
;
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