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			261 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			HTML
		
	
	
	
	
	
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<div class="title">src/Unuk/Game.cpp</div>  </div>
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<a href="_game_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="preprocessor">#ifdef WIN32</span>
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<a name="l00002"></a>00002 <span class="preprocessor"></span><span class="preprocessor">#include <windows.h></span>
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<a name="l00003"></a>00003 <span class="preprocessor">#endif</span>
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<a name="l00004"></a>00004 <span class="preprocessor"></span>
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<a name="l00005"></a>00005 <span class="preprocessor">#include <X11/Xlib.h></span>
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<a name="l00006"></a>00006 <span class="preprocessor">#include <GL/gl.h></span>
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<a name="l00007"></a>00007 <span class="preprocessor">#include <GL/glu.h></span>
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<a name="l00008"></a>00008 <span class="preprocessor">#include <GL/glut.h></span>
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<a name="l00009"></a>00009 <span class="preprocessor">#include <cstdlib></span>
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<a name="l00010"></a>00010 
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<a name="l00011"></a>00011 <span class="preprocessor">#include "SDL/SDL.h"</span>
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<a name="l00012"></a>00012 <span class="preprocessor">#include "<a class="code" href="_game_8h.html">Game.h</a>"</span>
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<a name="l00013"></a>00013 <span class="preprocessor">#include "<a class="code" href="_player_8h.html">Player.h</a>"</span>
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<a name="l00014"></a>00014 <span class="preprocessor">#include "../libUnuk/Input.h"</span>
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<a name="l00015"></a>00015 <span class="preprocessor">#include "../libUnuk/Sprite.h"</span>
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<a name="l00016"></a>00016 <span class="preprocessor">#include "../libUnuk/Debug.h"</span>
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<a name="l00017"></a>00017 
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<a name="l00018"></a><a class="code" href="class_game.html#a3ae96cfdab80ddfed4e942b23c59cfd9">00018</a> <a class="code" href="class_game.html#a3ae96cfdab80ddfed4e942b23c59cfd9">Game::Game</a>(<span class="keywordtype">void</span>) {
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<a name="l00019"></a>00019   m_assets = <span class="keyword">false</span>;
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<a name="l00020"></a>00020   <span class="comment">//m_player = new Player();</span>
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<a name="l00021"></a>00021   <span class="comment">//m_player->SetSprite();</span>
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<a name="l00022"></a>00022   m_rotationAngle = 0.0f;
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<a name="l00023"></a>00023 }
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<a name="l00024"></a>00024 
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<a name="l00025"></a><a class="code" href="class_game.html#a5132fe2c0d2a41ad6b613dc2baeca24c">00025</a> <a class="code" href="class_game.html#a5132fe2c0d2a41ad6b613dc2baeca24c">Game::~Game</a>(<span class="keywordtype">void</span>) {
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<a name="l00026"></a>00026   DeleteAssets();
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<a name="l00027"></a>00027 }
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<a name="l00028"></a>00028 
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<a name="l00029"></a><a class="code" href="class_game.html#a9fe7e8ed1349a7011a2fd240459ce70c">00029</a> <span class="keywordtype">bool</span> <a class="code" href="class_game.html#a9fe7e8ed1349a7011a2fd240459ce70c">Game::Init</a>(<span class="keywordtype">void</span>) {
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<a name="l00030"></a>00030   glEnable(GL_DEPTH_TEST);
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<a name="l00031"></a>00031   glDepthFunc(GL_LEQUAL);
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<a name="l00032"></a>00032 
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<a name="l00033"></a>00033   LoadAssets();
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<a name="l00034"></a>00034   m_assets = <span class="keyword">true</span>;
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<a name="l00035"></a>00035 
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<a name="l00036"></a>00036   <span class="keywordflow">return</span> <span class="keyword">true</span>;
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<a name="l00037"></a>00037 }
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<a name="l00038"></a>00038 
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<a name="l00039"></a><a class="code" href="class_game.html#a36ea7cbee603b8335d6920cc53b05d7c">00039</a> <span class="keywordtype">void</span> <a class="code" href="class_game.html#a36ea7cbee603b8335d6920cc53b05d7c">Game::Prepare</a>(<span class="keywordtype">float</span> dt) {
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<a name="l00040"></a>00040   glEnable(GL_BLEND);
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<a name="l00041"></a>00041   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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<a name="l00042"></a>00042   glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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<a name="l00043"></a>00043   glShadeModel(GL_FLAT);
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<a name="l00044"></a>00044   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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<a name="l00045"></a>00045 
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<a name="l00046"></a>00046   <a class="code" href="class_sprite.html#a56b5bbc83ef6c8f8d6fc97b281a08cf4">Sprite::Enable2D</a>();
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<a name="l00047"></a>00047 
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<a name="l00048"></a>00048   m_player-><a class="code" href="class_player.html#a5af3380f98ddd97d91dd4b42a3043ac7">Prepare</a>();
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<a name="l00049"></a>00049 
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<a name="l00050"></a>00050   <span class="keyword">const</span> <span class="keywordtype">float</span> SPEED = 15.0f;
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<a name="l00051"></a>00051   m_rotationAngle += SPEED * dt;
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<a name="l00052"></a>00052   <span class="keywordflow">if</span>(m_rotationAngle > 360.0f) {
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<a name="l00053"></a>00053     m_rotationAngle -= 360.0f;
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<a name="l00054"></a>00054   }
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<a name="l00055"></a>00055 }
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<a name="l00056"></a>00056 
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<a name="l00057"></a><a class="code" href="class_game.html#aa19e1d12f3b8823467a8f99f832bc6d7">00057</a> <span class="keywordtype">void</span> <a class="code" href="class_game.html#aa19e1d12f3b8823467a8f99f832bc6d7">Game::Render</a>(<span class="keywordtype">void</span>) {
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<a name="l00058"></a>00058   <span class="keyword">static</span> GLint T0       = 0;
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<a name="l00059"></a>00059   <span class="keyword">static</span> GLint frames   = 0;
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<a name="l00060"></a>00060 
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<a name="l00061"></a>00061   glClear(GL_COLOR_BUFFER_BIT);
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<a name="l00062"></a>00062   glRasterPos2i(0, 0);
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<a name="l00063"></a>00063 
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<a name="l00064"></a>00064   <span class="comment">// Draw the test image.</span>
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<a name="l00065"></a>00065   <span class="keywordflow">if</span>(m_assets) {
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<a name="l00066"></a>00066     m_player-><a class="code" href="class_player.html#a57382cb83ac09fbf0884fc2e9faedac5">Render</a>();
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<a name="l00067"></a>00067   }
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<a name="l00068"></a>00068 
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<a name="l00069"></a>00069   glFlush();
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<a name="l00070"></a>00070 
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<a name="l00071"></a>00071   glDisable(GL_TEXTURE_2D);
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<a name="l00072"></a>00072 
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<a name="l00073"></a>00073   <span class="comment">// Get frames per second.</span>
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<a name="l00074"></a>00074   frames++;
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<a name="l00075"></a>00075   {
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<a name="l00076"></a>00076     GLint t = SDL_GetTicks();
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<a name="l00077"></a>00077     <span class="keywordflow">if</span> (t - T0 >= 5000) {
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<a name="l00078"></a>00078       GLfloat seconds = (t - T0) / 1000.0f;
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<a name="l00079"></a>00079       GLfloat fps = frames / seconds;
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<a name="l00080"></a>00080       <a class="code" href="class_debug.html#ace75e2aa3105e64f9fc82c537b45135d">Debug::logger</a>-><a class="code" href="class_debug.html#a7f171818a11f4d6b8dee3b44c4d6f0a7">message</a>(<span class="stringliteral">"\n%d frames in %g seconds = %g FPS"</span>, frames, seconds, fps);
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<a name="l00081"></a>00081       T0 = t;
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<a name="l00082"></a>00082       frames = 0;
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<a name="l00083"></a>00083     }
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<a name="l00084"></a>00084   }
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<a name="l00085"></a>00085 }
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<a name="l00086"></a>00086 
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<a name="l00087"></a><a class="code" href="class_game.html#ae98f729272916bf01f7cb1c92ff8136a">00087</a> <span class="keywordtype">void</span> <a class="code" href="class_game.html#ae98f729272916bf01f7cb1c92ff8136a">Game::Shutdown</a>(<span class="keywordtype">void</span>) {
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<a name="l00088"></a>00088   <a class="code" href="class_debug.html#ace75e2aa3105e64f9fc82c537b45135d">Debug::logger</a>-><a class="code" href="class_debug.html#a7f171818a11f4d6b8dee3b44c4d6f0a7">message</a>(<span class="stringliteral">"\n\n-----Cleaning Up-----"</span>);
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<a name="l00089"></a>00089   m_player-><a class="code" href="class_player.html#ad308f88ca279f7393af7805ac2c10b1f">CleanUp</a>();
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<a name="l00090"></a>00090   <span class="keyword">delete</span> m_player;
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<a name="l00091"></a>00091   <a class="code" href="class_debug.html#ace75e2aa3105e64f9fc82c537b45135d">Debug::logger</a>-><a class="code" href="class_debug.html#a7f171818a11f4d6b8dee3b44c4d6f0a7">message</a>(<span class="stringliteral">"\nPlayer Deleted."</span>);
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						|
<a name="l00092"></a>00092   <a class="code" href="class_debug.html#aab477ba859e35b69510dee5e7bc476e4">Debug::closeLog</a>();
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<a name="l00093"></a>00093 }
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<a name="l00094"></a>00094 
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<a name="l00095"></a><a class="code" href="class_game.html#a0f3517167a60aa82af21689cee075e1c">00095</a> <span class="keywordtype">void</span> <a class="code" href="class_game.html#a0f3517167a60aa82af21689cee075e1c">Game::UpdateProjection</a>(<span class="keywordtype">void</span>) {
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<a name="l00096"></a>00096   GLint iViewport[4];
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<a name="l00097"></a>00097 
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<a name="l00098"></a>00098   <span class="comment">// Get a copy of the viewport.</span>
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<a name="l00099"></a>00099   glGetIntegerv(GL_VIEWPORT, iViewport);
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<a name="l00100"></a>00100   glPushMatrix();
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<a name="l00101"></a>00101   glLoadIdentity();
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<a name="l00102"></a>00102 
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<a name="l00103"></a>00103   <span class="comment">// Save a copy of the projection matrix so that we can restore</span>
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<a name="l00104"></a>00104   <span class="comment">// it when it's time to do 3D rendering again.</span>
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<a name="l00105"></a>00105   glMatrixMode(GL_PROJECTION);
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<a name="l00106"></a>00106   glPushMatrix();
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<a name="l00107"></a>00107   glLoadIdentity();
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<a name="l00108"></a>00108 
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<a name="l00109"></a>00109   <span class="comment">// Set up the orthographic projection.</span>
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<a name="l00110"></a>00110   glOrtho( iViewport[0], iViewport[0] + iViewport[2],
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<a name="l00111"></a>00111       iViewport[1] + iViewport[3], iViewport[1], -1, 1);
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						|
<a name="l00112"></a>00112   glMatrixMode(GL_MODELVIEW);
 | 
						|
<a name="l00113"></a>00113   glPushMatrix();
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						|
<a name="l00114"></a>00114   glLoadIdentity();
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						|
<a name="l00115"></a>00115 
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						|
<a name="l00116"></a>00116   <span class="comment">// Make sure depth testing and lighting are disabled for 2D rendering</span>
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						|
<a name="l00117"></a>00117   <span class="comment">//until we are finished rendering in 2D.</span>
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						|
<a name="l00118"></a>00118   glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_LIGHTING_BIT);
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						|
<a name="l00119"></a>00119   glDisable(GL_DEPTH_TEST);
 | 
						|
<a name="l00120"></a>00120   glDisable(GL_LIGHTING);
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						|
<a name="l00121"></a>00121 
 | 
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<a name="l00122"></a>00122 <span class="comment">//  glMatrixMode(GL_PROJECTION);</span>
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						|
<a name="l00123"></a>00123 <span class="comment">//  glLoadIdentity();</span>
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<a name="l00124"></a>00124 <span class="comment">//</span>
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<a name="l00125"></a>00125 <span class="comment">//  // Set up the orthographic projection.</span>
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						|
<a name="l00126"></a>00126 <span class="comment">//  glOrtho(-1.0, 1.0, -1.0, 1.0, 1.0, 1000.0);</span>
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<a name="l00127"></a>00127 <span class="comment">//</span>
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<a name="l00128"></a>00128 <span class="comment">//  glMatrixMode(GL_MODELVIEW);</span>
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						|
<a name="l00129"></a>00129 <span class="comment">//  glLoadIdentity();</span>
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						|
<a name="l00130"></a>00130 }
 | 
						|
<a name="l00131"></a>00131 
 | 
						|
<a name="l00132"></a><a class="code" href="class_game.html#ac08ea5322ce7e9ec5fae82411bd6e804">00132</a> <span class="keywordtype">void</span> <a class="code" href="class_game.html#ac08ea5322ce7e9ec5fae82411bd6e804">Game::OnResize</a>(<span class="keywordtype">int</span> <a class="code" href="wglext_8h.html#ae6531b1788ca42a9ae8155b0c52e7630">width</a>, <span class="keywordtype">int</span> <a class="code" href="wglext_8h.html#ab2e63df950c3789599e1e43f477bc9e3">height</a>) {
 | 
						|
<a name="l00133"></a>00133   <span class="comment">// Let's see you divide by zero now!</span>
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						|
<a name="l00134"></a>00134   <span class="keywordflow">if</span>(height == 0) { height = 1; }
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						|
<a name="l00135"></a>00135 
 | 
						|
<a name="l00136"></a>00136   <span class="comment">// Set the viewport to the window size.</span>
 | 
						|
<a name="l00137"></a>00137   glViewport(0, 0, width, height);
 | 
						|
<a name="l00138"></a>00138 
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						|
<a name="l00139"></a>00139   <span class="comment">// Set the projection.</span>
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						|
<a name="l00140"></a>00140   <a class="code" href="class_game.html#a0f3517167a60aa82af21689cee075e1c">UpdateProjection</a>();
 | 
						|
<a name="l00141"></a>00141 }
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						|
<a name="l00142"></a>00142 
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<a name="l00143"></a>00143 <span class="keywordtype">void</span> Game::LoadAssets(<span class="keywordtype">void</span>) {
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						|
<a name="l00144"></a>00144   m_player = <span class="keyword">new</span> <a class="code" href="class_player.html">Player</a>();
 | 
						|
<a name="l00145"></a>00145   m_player-><a class="code" href="class_player.html#aecb96e32201405543a2bdb9bd1d649e0">SetSprite</a>();
 | 
						|
<a name="l00146"></a>00146 }
 | 
						|
<a name="l00147"></a>00147 
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<a name="l00148"></a>00148 <span class="keywordtype">void</span> Game::DeleteAssets(<span class="keywordtype">void</span>) {
 | 
						|
<a name="l00149"></a>00149   <span class="keyword">delete</span> m_player;
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<a name="l00150"></a>00150 }
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