Darkwater

main.cpp

May 10th, 2013
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C++ 2.01 KB | None | 0 0
  1. #include <iostream>
  2. #include <stdio.h>
  3. #include <string>
  4. #include <cmath>
  5. #include <SFML/System.hpp>
  6. #include <SFML/Window.hpp>
  7. #include <SFML/Graphics.hpp>
  8.  
  9. #include "utils.cpp"
  10. #include "menu/button.cpp"
  11. #include "menu/menu.cpp"
  12. #include "state.cpp"
  13.  
  14. int main()
  15. {
  16.     if (!sf::Shader::isAvailable())
  17.     {
  18.         std::cout << "Somehow your graphics card doesn't support shaders at all." << std::endl
  19.                   << "Unfortunately, this game has a shitton of shaders." << std::endl;
  20.         return EXIT_FAILURE;
  21.     }
  22.  
  23.     sf::RenderWindow window;
  24.     window.create(sf::VideoMode(800, 600), "SFML works!", sf::Style::Titlebar | sf::Style::Close);
  25.     window.setVerticalSyncEnabled(true);
  26.     window.setKeyRepeatEnabled(false);
  27.  
  28.     game::State gameState(&window);
  29.  
  30.     sf::Clock clock;
  31.     sf::Font font;
  32.     sf::Text fpstext;
  33.     if (!font.loadFromFile("res/SF Intermosaic B.ttf"))
  34.     {
  35.         return EXIT_FAILURE;
  36.     }
  37.  
  38.     fpstext.setFont(font);
  39.     fpstext.setCharacterSize(16);
  40.     fpstext.setColor(sf::Color::White);
  41.     fpstext.setPosition(20, 10);
  42.  
  43.  
  44.     while (window.isOpen())
  45.     {
  46.         sf::Event event;
  47.         while (window.pollEvent(event))
  48.         {
  49.             switch (event.type)
  50.             {
  51.                 case sf::Event::Closed:
  52.                     window.close();
  53.                     break;
  54.  
  55.                 case sf::Event::KeyPressed:
  56.                     if(event.key.code == sf::Keyboard::Escape)
  57.                     {
  58.                         window.close();
  59.                     }
  60.                     break;
  61.  
  62.                 default:
  63.                     break;
  64.             }
  65.         }
  66.  
  67.         sf::Time elapsed = clock.restart();
  68.         float dt = elapsed.asSeconds();
  69.  
  70.  
  71.         gameState.update(dt);
  72.  
  73.  
  74.         window.clear(sf::Color(100, 100, 100));
  75.  
  76.         gameState.draw();
  77.  
  78.         fpstext.setString(utils::intToString((int) (1 / dt)));
  79.         window.draw(fpstext);
  80.  
  81.         window.display();
  82.     }
  83.  
  84.     return EXIT_SUCCESS;
  85. }
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