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author | Simponic <loganthebean222@gmail.com> | 2020-06-30 20:04:55 -0600 |
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committer | Simponic <loganthebean222@gmail.com> | 2020-06-30 20:04:55 -0600 |
commit | 7a60ab9f178dd813c876fcf8e25c947f9a9a5e06 (patch) | |
tree | 31ec5147b0e6a01b85499cf06a701af750fb83f7 /driver.cpp | |
download | asteroids-cs165-7a60ab9f178dd813c876fcf8e25c947f9a9a5e06.tar.gz asteroids-cs165-7a60ab9f178dd813c876fcf8e25c947f9a9a5e06.zip |
Updated indentation
Diffstat (limited to 'driver.cpp')
-rw-r--r-- | driver.cpp | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/driver.cpp b/driver.cpp new file mode 100644 index 0000000..5e1b9a5 --- /dev/null +++ b/driver.cpp @@ -0,0 +1,45 @@ +/***************************************************** + * File: Driver.cpp + * Author: Br. Burton + * + * Description: This file contains the main function + * that starts the game and the callback function + * that specifies what methods of the game class are + * called each time through the game loop. + ******************************************************/ +#include "game.h" +#include "uiInteract.h" + +/************************************* + * All the interesting work happens here, when + * I get called back from OpenGL to draw a frame. + * When I am finished drawing, then the graphics + * engine will wait until the proper amount of + * time has passed and put the drawing on the screen. + **************************************/ +void callBack(const Interface *pUI, void *p) +{ + Game *pGame = (Game *)p; + + pGame->advance(); + pGame->draw(*pUI); + pGame->handleInput(*pUI); +} + + +/********************************* + * Main is pretty sparse. Just initialize + * the game and call the display engine. + * That is all! + *********************************/ +int main(int argc, char ** argv) +{ + Point topLeft(-200, 200); + Point bottomRight(200, -200); + + Interface ui(argc, argv, "Asteroids", topLeft, bottomRight); + Game game(topLeft, bottomRight); + ui.run(callBack, &game); + + return 0; +} |