fysxasteroids/asteroids/main.cc

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#include <cstdlib>
#include <iostream>
#include "Engine.h"
#include "Controller.h"
#include "View.h"
#include "Model.h"
#include "Physics.h"
#include "EntityFactory.h"
using namespace std;
int main (int argc, char* argv[]) {
cout << "Game Start" << endl;
Engine::Engine engine;
engine.SetEntityFactory (new asteroids::EntityFactory);
engine.SetController (new asteroids::Controller);
engine.SetModel (new asteroids::Model);
engine.SetPhysics (new asteroids::Physics);
engine.SetView (new asteroids::View);
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SetLogPrintLevel (Engine::LogLevelMessage);
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Engine::SetLogFilename ("game.log");
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if (engine.Init (argc, argv) != 0) {
cout << "Could not start engine!" << endl;
exit (-1);
}
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// Load the icon
Uint32 colorkey;
SDL_Surface *image = NULL;
image = SDL_LoadBMP("./data/textures/icon.bmp");
if (!image)
Engine::LogWarning("Could not load icon: ./data/textures/icon.bmp");
else
SDL_WM_SetIcon(image,NULL);
SDL_WM_SetCaption("Asteroids -Leaked TechDemo-","Asteroids -Leaked TechDemo-");
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engine.GetView()->SetGridSize (8,8);
dynamic_cast<asteroids::Physics*>(engine.GetPhysics())->SetWorldSize (28, 20);
// run the default commands and load the configuration
Engine::RunCommand ("exec asteroids.rc");
Engine::RunCommand ("exec config.rc");
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engine.MainLoop ();
// save the configuration
std::ofstream config_file ("config.rc");
config_file << "set effects_volume " << Engine::GetEffectsVolume() << std::endl;
config_file << "set music_volume " << Engine::GetMusicVolume() << std::endl;
config_file.close();
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SDL_WM_SetIcon(NULL,NULL);
SDL_FreeSurface (image);
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engine.Destroy ();
cout << "Game Quit" << endl;
return 0;
}