本文整理汇总了C++中Physics::init方法的典型用法代码示例。如果您正苦于以下问题:C++ Physics::init方法的具体用法?C++ Physics::init怎么用?C++ Physics::init使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Physics
的用法示例。
在下文中一共展示了Physics::init方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: init
void PinballHost::init() {
PinballBridgeInterface *bi = new PinballBridgeInterface();
bi->setGameName("Flipperfall");
bi->init();
Playfield *f = new Playfield();
f->setBridgeInterface(bi);
f->init();
Physics *p = new Physics();
p->setBridgeInterface(bi);
p->setPlayfield(f);
p->init();
Camera *c = new Camera();
c->setBridgeInterface(bi);
c->setPlayfield(f);
c->init();
Editor *t = new Editor();
t->setBridgeInterface(bi);
t->setPlayfield(f);
t->setCamera(c);
t->setPhysics(p);
t->init();
GlutEngine *e = new GlutEngine();
e->init();
Renderer *r = new Renderer();
r->setBridgeInterface(bi);
r->setPlayfield(f);
r->setPhysics(p);
r->setCamera(c);
r->setEditor(t);
r->init();
Game *g = new Game();
g->setBridgeInterface(bi);
g->setPhysics(p);
g->setRenderer(r);
g->init();
// TODO: find factoring error/s
e->setPhysics(p);
e->setRenderer(r);
e->setGame(g);
e->setEditor(t);
_glutEngine = e;
}
示例2: init
void PinballHost::init(const char *gameName) {
std::cout << "starting " << gameName << std::endl;
PinballBridgeInterface *bi = new PinballBridgeInterface();
bi->setGameName(gameName);
Playfield *f = new Playfield();
f->setBridgeInterface(bi);
f->init();
Physics *p = new Physics();
p->setBridgeInterface(bi);
p->setPlayfield(f);
p->init();
Camera *c = new Camera();
c->setBridgeInterface(bi);
c->setPlayfield(f);
c->init();
Editor *t = new Editor();
t->setBridgeInterface(bi);
t->setPlayfield(f);
t->setCamera(c);
t->setPhysics(p);
t->init();
GlutEngine *e = new GlutEngine();
e->init();
Renderer *r = new Renderer();
r->setBridgeInterface(bi);
r->setPlayfield(f);
r->setPhysics(p);
r->setCamera(c);
r->setEditor(t);
r->init();
Game *g = new Game();
g->setBridgeInterface(bi);
g->setPhysics(p);
g->setRenderer(r);
g->init();
// TODO: find factoring error/s
e->setPhysics(p);
e->setRenderer(r);
e->setGame(g);
e->setEditor(t);
_engine = e;
}
示例3: startGUInity
EXPORT
int startGUInity()
{
int notOK = GraphicsSystem::getInstance()->init(1024,768);
if (notOK)
return 1;
AssetDatabase::init();
Input input(GraphicsSystem::getInstance()->getWindow());
SoundSystem::getInstance()->init();
Physics physics;
physics.init();
EngineMode engineMode = EngineMode::editor;
shared_ptr<Editor> editor = make_shared<Editor>();
editor->init();
shared_ptr<Game> game = make_shared<Game>();
game->init();
shared_ptr<MyGame> myGame = make_shared<SpaceShipGame>();
myGame->setupInitialScene();
editor->world->awake();
game->world->awake();
while (!glfwWindowShouldClose(GraphicsSystem::getInstance()->getWindow().get())) {
Time::frameStart();
Input::updateInputState();
switch (engineMode)
{
case EngineMode::editor:
editor->update(Time::deltaTime,game->world);
break;
case EngineMode::game:
game->update(Time::deltaTime);
break;
default:
break;
}
if (Input::getKeyPressed(GLFW_KEY_1))
engineMode = EngineMode::editor;
if (Input::getKeyPressed(GLFW_KEY_2))
engineMode = EngineMode::game;
float fps = Time::frameEnd();
cout << "FPS:" << 1.0f/fps << endl;
}
physics.shutdown();
editor->shutdown();
game->shutdown();
// close GL context and any other GLFW resources
SoundSystem::getInstance()->shutdown();
GraphicsSystem::getInstance()->shutdown();
return 0;
}