gamedev
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The file that links everything together for the game to run. The main game loop contains all of the global variables the game uses, and it runs the main game loop, the render loop, and the logic loop that control all of the entities. More...
#include <cstdio>
#include <chrono>
#include <common.h>
#include <world.h>
#include <ui.h>
#include <entities.h>
Macros | |
#define | TICKS_PER_SEC 20 |
#define | MSEC_PER_TICK (1000/TICKS_PER_SEC) |
Functions | |
void | initEverything (void) |
void | logic (void) |
void | render (void) |
void | mainLoop (void) |
std::string | readFile (const char *filePath) |
unsigned int | millis (void) |
int | main () |
Variables | |
SDL_Window * | window = NULL |
SDL_GLContext | mainGLContext = NULL |
GLuint | bgDay |
GLuint | bgNight |
GLuint | bgMtn |
GLuint | bgTreesFront |
GLuint | bgTreesMid |
GLuint | bgTreesFar |
GLuint | invUI |
bool | gameRunning |
float | handAngle |
World * | currentWorld =NULL |
Player * | player |
bool | worldInside |
unsigned int | tickCount = 0 |
unsigned int | deltaTime = 0 |
GLuint | fragShader |
GLuint | shaderProgram |
FILE * | names |
unsigned int | loops = 0 |
vec2 | offset |
WEATHER | weather |
bool | fadeEnable |
The file that links everything together for the game to run. The main game loop contains all of the global variables the game uses, and it runs the main game loop, the render loop, and the logic loop that control all of the entities.
int main | ( | ) |
(Attempt to) Initialize SDL libraries so that we can use SDL facilities and eventually make openGL calls. Exit if there was an error.
` (Attempt to) Initialize SDL_image libraries with IMG_INIT_PNG so that we can load PNG textures for the entities and stuff.
(Attempt to) Initialize SDL_mixer libraries for loading and playing music/sound files.
unsigned int millis | ( | void | ) |
millis
We've encountered many problems when attempting to create delays for triggering the logic function. As a result, we decided on using the timing libraries given by <chrono> in the standard C++ library. This function simply returns the amount of milliseconds that have passed sine the epoch.