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/*
* main.c
*
* Where it all begins
*
* (c) 2008 Thomas White <taw27@cam.ac.uk>
*
* thrust3d - a silly game
*
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <stdlib.h>
#include <unistd.h>
#include <SDL.h>
#include <gl.h>
#include <glu.h>
#include "types.h"
#include "model.h"
#include "game.h"
#include "render.h"
#include "physics.h"
int main(int argc, char *argv[]) {
SDL_Event event;
int finished;
SDL_Surface *screen;
int width, height;
/* SDL initial setup */
if ( SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0 ) {
fprintf(stderr, "Couldn't initialise SDL: %s\n", SDL_GetError());
return 1;
}
atexit(SDL_Quit);
width = 1680;//1024;
height = 1050;//768;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
screen = SDL_SetVideoMode(width, height, 16, SDL_OPENGL | SDL_FULLSCREEN);
if (screen == NULL) {
fprintf(stderr, "Couldn't set video mode: %s\n", SDL_GetError());
return 1;
}
SDL_WM_SetCaption("Thrust3D", "Thrust3D");
SDL_ShowCursor(SDL_DISABLE);
/* World setup */
Game *game;
game = game_new(width, height);
/* Main loop */
finished = 0;
while ( !finished ) {
SDL_PollEvent(&event);
switch ( event.type ) {
case SDL_KEYDOWN :
if ( !game->paused ) {
if ( event.key.keysym.sym == SDLK_SPACE ) game->thrusting = 1;
if ( event.key.keysym.sym == SDLK_LEFT ) game->turn_left = 1;
if ( event.key.keysym.sym == SDLK_RIGHT ) game->turn_right = 1;
if ( event.key.keysym.sym == SDLK_UP ) game->forward = 1;
if ( event.key.keysym.sym == SDLK_DOWN ) game->reverse = 1;
}
if ( event.key.keysym.sym == SDLK_p ) game_pause(game);
if ( event.key.keysym.sym == SDLK_q ) finished = 1;
break;
case SDL_KEYUP :
if ( !game->paused ) {
if ( event.key.keysym.sym == SDLK_SPACE ) game->thrusting = 0;
if ( event.key.keysym.sym == SDLK_LEFT ) game->turn_left = 0;
if ( event.key.keysym.sym == SDLK_RIGHT ) game->turn_right = 0;
if ( event.key.keysym.sym == SDLK_UP ) game->forward = 0;
if ( event.key.keysym.sym == SDLK_DOWN ) game->reverse = 0;
}
if ( event.key.keysym.sym == SDLK_p ) game->pause_rel = 1;
break;
case SDL_VIDEOEXPOSE :
/* Don't bother redrawing if not paused - not long to wait! */
if ( game->paused ) render_draw(game);
break;
case SDL_QUIT :
finished = 1;
break;
}
if ( !game->paused ) {
physics_step(game);
render_draw(game);
}
/* Sleep for around 8ms to avoid hogging the CPU. This value gives about 100fps on my (rather modest) machine. */
usleep(8000);
}
render_shutdown(game->render);
SDL_Quit();
printf("\n");
return 0;
}
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