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game.cpp
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#include <Windows.h>
#include "GameManager.h"
#include "WorldManager.h"
#include "ResourceManager.h"
#include "LogManager.h"
#include "GameStart.h"
#include "LevelManager.h"
#include "Player.h"
//function prototypes
void loadResources(void);
void populateWorld(void);
int main() {
if (GM.startUp()) {
LM.writeLog(10, "Error starting game manager!");
}
else {
LM.setFlush(true);//Set flush of logfile during development
WM.setBoundary(df::Box(df::Vector(0, 0), 365, 54));
WM.setView(df::Box(df::Vector(0, 0), 80, 24));
WM.setViewPosition(df::Vector(40, 12));
p.setPosition(df::Vector(40, 12));
p.setSprite("");
loadResources();//Loads the game's resources
populateWorld();//Populate game world with some objects.
GM.run();
Sleep(5000);
levelM.shutDown();
GM.shutDown();
}
return 0;
}
//Load resources
void loadResources(void) {
RM.loadSprite("sprites/player-left-spr.txt", "playerL");
RM.loadSprite("sprites/player-right-spr.txt", "playerR");
RM.loadSprite("sprites/enemy-left-spr.txt", "enemyL");
RM.loadSprite("sprites/enemy-right-spr.txt", "enemyR");
RM.loadSprite("sprites/bullet-spr.txt", "bullet");
RM.loadSprite("sprites/gameover-spr.txt", "gameover");
RM.loadSprite("sprites/gamestart-spr.txt", "gamestart");
RM.loadSprite("sprites/healthpack-spr.txt", "healthpack");
RM.loadSprite("sprites/LevelEnd.txt", "LevelEnd");
RM.loadSprite("sprites/one-char-wall-h-spr.txt", "one char wall h");
RM.loadSprite("sprites/one-char-wall-v-spr.txt", "one char wall v");
RM.loadSprite("sprites/container-wall-h-up-spr.txt", "container wall h up");
RM.loadSprite("sprites/container-wall-h-down-spr.txt", "container wall h down");
RM.loadSprite("sprites/container-wall-h-spr.txt", "container wall h");
RM.loadSprite("sprites/container-wall-v-spr.txt", "container wall v");
RM.loadSprite("sprites/box-spr.txt", "box");
RM.loadSprite("sprites/container-barrier-wall-h-spr.txt", "container barrier wall h");
RM.loadSprite("sprites/container-barrier-wall-v-spr.txt", "container barrier wall v");
RM.loadSprite("sprites/container-wall-v8-spr.txt", "v8");
RM.loadSprite("sprites/landmine-spr.txt", "landmine");
RM.loadSprite("sprites/landmine-explosion-spr.txt", "landmine explosion");
RM.loadSprite("sprites/fov-spr.txt", "fov");
RM.loadSprite("sprites/fov-vertical-spr.txt", "fov vertical");
RM.loadSprite("sprites/widebox-spr.txt", "widebox");
RM.loadSprite("sprites/intel-spr.txt", "intel");
RM.loadSound("sounds/fire.wav", "fire");
RM.loadSound("sounds/explode.wav", "boom");
RM.loadSound("sounds/game-over.wav", "game over");
RM.loadMusic("sounds/chase.wav", "chase");
RM.getMusic("chase")->stop();
RM.loadMusic("sounds/city.wav", "city");
RM.getMusic("city")->stop();
RM.loadMusic("sounds/documentary.wav", "documentary");
RM.getMusic("documentary")->stop();
RM.loadMusic("sounds/tense.wav", "tense");
RM.getMusic("tense")->stop();
// RM.loadSprite("sprites/fov-q1-spr.txt", "q1");
}
//Populate the world with sprites and sounds
void populateWorld() {
GameStart* g=new GameStart();
}