Вот код:
#include "Game.h"
Game::Game()
{
run=true;
bonus = false;
Logic_ = new Logic();
loading = true;
}
void__ Game::draw_screen()
{
while(run)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_MATERIAL);
glEnable(GL_TEXTURE_2D);
if (Math_->GetWin_() > 0 && !bonus && Math_->keyboard_->getF(3) == true)
{
bonus = true;
Math_->keyboard_->setF(false, 3);
Math_->keyboard_->setF(false, 0);
Math_->keyboard_->setF(false, 1);
Math_->keyboard_->setF(false, 2);
Math_->keyboard_->setF(false, 4);
Logic_->SetRandom();
}
if ((Math_->GetWin_() > 0 && bonus && Math_->keyboard_->getF(1) == true) || (bonus && Math_->GetWin_() == 0))
{
bonus = false;
Math_->keyboard_->setF(false, 1);
Math_->keyboard_->setF(false, 0);
Math_->keyboard_->setF(false, 2);
Math_->keyboard_->setF(false, 3);
Math_->keyboard_->setF(false, 4);
}
if (!bonus){
Scene1_->ShowDrum();
//Scene1_->ShowWelcome(loading);
//Scene_->Show(Math_->GetCountDrums(), Math_->GetRotate(), Math_->GetCountTextureOnDrums(), Math_->GetDrums(),
//Math_->GetCredits(), Math_->GetWin_(), Math_->GetTotalBet(), Math_->GetLines_(), Math_->GetBet(),
//Math_->GetLines(), Math_->GetMS(), Math_->keyboard_->GetF());
}
else
{
Logic_->SetCredits(Math_->GetCredits());
Logic_->SetWin(Math_->GetWin_());
Logic_->SetTotalBet(Math_->GetTotalBet());
Scene2_->ShowBackGround(Math_->keyboard_->GetF(), Logic_->GetRandom(),
Logic_->GetCredits(), Logic_->GetWin(), Logic_->GetTotalBet());
}
glDisable(GL_TEXTURE_2D);
#ifdef _WINDOWS_2
Math_->keyboard_->keyboard__->Show();
#else
SDL_GL_SwapWindow(window);
#endif
#ifndef _WINDOWS_2
Math_->Update(&run,bonus,Logic_,event_);
#else
Math_->Update(&run,bonus,Logic_);
#endif
loading = false;
}
Exit();
}
void__ Game::setup_opengl(int__ width,int__ height)
{
glClearColor(0,0,0,0);
glViewport(0,0,width,height);
glShadeModel(GL_SMOOTH);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glMatrixMode(GL_MODELVIEW);
gluLookAt(0.0f,0.0f,1.0f,0.0f,0.0f,0.0f,0.0f,1.0f,0.0f);
gluPerspective(189,0.5,0.6,0.6);
ilInit(); // Инициализация основной библиотеки
iluInit(); // Инициализация библиотеки утилит
ilEnable(IL_CONV_PAL);
ilEnable(IL_ORIGIN_SET);
ilSetInteger(IL_ORIGIN_MODE, IL_ORIGIN_UPPER_LEFT);
}
int__ Game::Execute()
{
Math_=new Math();
bool fullscreen=Math_->Init();
#ifdef _WINDOWS_2
if(!Math_->keyboard_->keyboard__->CreateWindow_(L"Tropic Island",Math_->GetResolution().x,Math_->GetResolution().y,32,fullscreen))
return 0;
#else
SDL_GLContext context;
SDL_Init(SDL_INIT_VIDEO);
window=SDL_CreateWindow("Tropic Island",0,0,Math_->GetResolution().x,Math_->GetResolution().y,SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
context=SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1);
#endif
setup_opengl(Math_->GetResolution().x,Math_->GetResolution().y);
Scene_ = new Scene();
Scene2_ = new Scene2();
Scene2_->SetData();
// Scene2_->LoadWelcome();
Scene1_ = new Scene1();
Scene1_->LoadWelcome();
Scene1_->LoadDrum();
draw_screen();
#ifdef _WINDOWS_2
Math_->keyboard_->keyboard__->KillWindow();
#else
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
SDL_Quit();
#endif
return 0;
}
void Game::Exit()
{
run=false;
}
Game::~Game()
{
//delete run;
delete Math_;
delete Scene_;
delete Scene2_;
delete Logic_;
}