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#include "Game.h"
#include <SDL_image.h>
#include "TextureManager.h"
int m_currentFrame;
bool Game::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
{
int flags = 0;
if(fullscreen)
{
flags = SDL_WINDOW_FULLSCREEN;
}
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_bRunning = true;
if(!TheTextureManager::Instance()->load("assets/animated.bmp","animate", m_pRenderer))
m_enemy->load(0, 0, 128, 82, "animate");
m_go->load(100, 100, 128, 82, "animate");
m_player->load(300, 300, 128, 82, "animate");
m_gameObjects.push_back(m_enemy);
m_gameObjects.push_back(m_go);
m_gameObjects.push_back(m_player);
{
return false;
}
return true;
}
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