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// -*- Mode: C++; indent-tabs-mode: nil; tab-width: 2 -*-
/*
* Copyright (C) 2014 Brandon Schaefer
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 3 as
* published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Authored by: Brandon Schaefer <brandontschaefer@gmail.com>
*/
#include "Main.h"
#include <sdl_backend/EntityCreator.h>
#include <sdl_backend/MainLoop.h>
#include <time.h>
namespace sbe = sdl_backend;
namespace bouncy_ball
{
namespace
{
int const WIDTH = 800;
int const HEIGHT = 600;
std::string TITLE = "SDL - Bouncy Ball";
}
Main::Main()
: main_loop_(std::make_shared<sbe::MainLoop>(TITLE, WIDTH, HEIGHT))
, main_layer_(std::make_shared<sbe::EntityLayer>())
{
sbe::EntityCreator ec;
// Need to add this layer first, so it draws last
main_loop_->world()->AddLayerToBottom(main_layer_);
bouncy_main_ = std::make_shared<BouncyBallMain>(ec.GetUniqueId(), main_loop_);
main_layer_->AddEntity(bouncy_main_);
main_loop_->StartMainLoop();
main_layer_->Clear();
}
} // namespace bouncy_ball
int main()
{
srand(time(nullptr));
bouncy_ball::Main main;
}
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