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-rw-r--r--src/main.cpp111
1 files changed, 7 insertions, 104 deletions
diff --git a/src/main.cpp b/src/main.cpp
index e5c2339..8bc01e2 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -1,4 +1,3 @@
-<<<<<<< HEAD
#include <common.h>
#include <ctime>
@@ -17,6 +16,7 @@ float deltaTime = 0;
Entities *entit1;
Player player;
UIClass ui;
+World *currentWorld;
float interpolate(float goal, float current, float dt){
float difference = goal - current;
@@ -27,8 +27,6 @@ float interpolate(float goal, float current, float dt){
return goal;
}
-
-World *w=new World(2);
void render();
int main(int argc,char **argv){
@@ -73,6 +71,11 @@ int main(int argc,char **argv){
entit1 = &player;
entit1->spawn(4, 0);
+
+ World *w=NULL;
+ World *w2=new World(4,w,NULL);
+ w=new World(2,NULL,w2);
+ currentWorld=w;
while(gameRunning){
prevTime = currentTime;
@@ -128,7 +131,7 @@ void render(){
**** RENDER STUFF HERE ****
**************************/
- w->draw();
+ currentWorld->draw();
glColor3ub(0,0,0);
glRectf(player.loci.x, player.loci.y, player.loci.x + player.width, player.loci.y + player.height);
@@ -139,103 +142,3 @@ void render(){
glPopMatrix(); //take the matrix(s) off the stack to pass them to the renderer
SDL_GL_SwapWindow(window); //give the stack to SDL to render it
}
-=======
-#include <common.h>
-#include <ctime>
-
-SDL_Window *window = NULL;
-SDL_Surface *renderSurface = NULL;
-SDL_GLContext mainGLContext = NULL;
-
-bool gameRunning = true;
-
-UIClass ui;
-Entities *entit1;
-Player player;
-
-int main(int argc,char **argv){
- // Initialize SDL
- if(!SDL_Init(SDL_INIT_VIDEO)){
- atexit(SDL_Quit);
- }else{
- std::cout << "SDL was not able to initialize! Error: " << SDL_GetError() << std::endl;
- return -1;
- }
- // Initialize SDL_image
- if((IMG_Init(IMG_INIT_PNG|IMG_INIT_JPG)&(IMG_INIT_PNG|IMG_INIT_JPG))){
- atexit(IMG_Quit);
- }else{
- std::cout<<"Could not init image libraries!\n"<<std::endl;
- return -1;
- }
- // Create the window
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- window = SDL_CreateWindow("Independent Study v.0.1 alpha", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL
- #ifdef FULLSCREEN
- | SDL_WINDOW_FULLSCREEN
- #endif // FULLSCREEN
- );
- if(!window){
- std::cout << "The window failed to generate! Error: " << SDL_GetError() << std::endl;
- return -1;
- }
- // Set OpenGL context
- if((mainGLContext = SDL_GL_CreateContext(window))==NULL){
- std::cout << "The OpenGL context failed to initialize! Error: " << SDL_GetError() << std::endl;
- }
- // Setup rand() and OpenGL
- srand(time(NULL));
- glClearColor(.3,.5,.8,0);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-
- /**************************
- **** GAMELOOP ****
- **************************/
-
- entit1 = &player;
- entit1->spawn(0,0);
-
- World *w=new World(2);
-
- while(gameRunning){
- ui.handleEvents(); // Handle events
- //a matrix is a blank canvas for the computer to draw on, the matrices are stored in a "stack"
- //GL_PROJECTION has 2 matrices
- //GL_MODELVIEW has 32 matrices
- glMatrixMode(GL_PROJECTION); //set the matrix mode as projection so we can set the ortho size and the camera settings later on
- glPushMatrix(); //push the matrix to the top of the matrix stack
- glLoadIdentity(); //replace the entire matrix stack with the updated GL_PROJECTION mode
- glOrtho(-1,1,-1,1,-1,1); //set the the size of the screen
- glMatrixMode(GL_MODELVIEW); //set the matrix to modelview so we can draw objects
- glPushMatrix(); //push the matrix to the top of the matrix stack
- glLoadIdentity(); //replace the entire matrix stack with the updated GL_MODELVIEW mode
- glPushMatrix(); //basically here we put a blank canvas (new matrix) on the screen to draw on
- glClear(GL_COLOR_BUFFER_BIT); //clear the matrix on the top of the stack
-
- /**************************
- **** RENDER STUFF HERE ****
- **************************/
-
- w->draw();
- glColor3ub(0,0,0);
- glRectf(player.loc.x, player.loc.y, player.loc.x + player.width, player.loc.y + player.height);
-
- /**************************
- **** CLOSE THE LOOP ****
- **************************/
-
- glPopMatrix(); //take the matrix(s) off the stack to pass them to the renderer
- SDL_GL_SwapWindow(window); //give the stack to SDL to render it
- }
-
- /**************************
- **** CLOSE PROGRAM ****
- **************************/
-
- //closes the window and frees resources
- SDL_GL_DeleteContext(mainGLContext);
- SDL_DestroyWindow(window);
- return 0;
-}
->>>>>>> origin/master