示例#1
0
文件: main.go 项目: samnm/goblocks
func main() {
	if err := glfw.Init(); err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return
	}
	defer glfw.Terminate()

	if err := glfw.OpenWindow(appWidth, appHeight, 8, 8, 8, 8, 24, 8, glfw.Windowed); err != nil {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return
	}
	defer glfw.CloseWindow()

	if err := gl.Init(); err != 0 {
		fmt.Fprintf(os.Stderr, "[e] %v\n", err)
		return
	}
	glfw.SetWindowTitle(title)

	fps := fps.NewFPS(glfw.Time())

	blocks.Init(appWidth, appHeight)
	for glfw.WindowParam(glfw.Opened) == 1 {
		blocks.Tick()
		fps.Tick(glfw.Time())
		if glfw.WindowParam(glfw.Active) == 1 {
			glfw.Sleep(0.001)
		} else {
			glfw.Sleep(0.05)
		}
	}
}
示例#2
0
文件: main.go 项目: TheOnly92/gexic
func main() {
	sys := Make()
	sys.Startup()
	defer sys.Shutdown()
	// InitQueue()

	sys.CreateWindow(1024, 768, "Gexic")
	gl.ClearColor(1, 1, 1, 0.)
	initGL()

	prevSelectPos = []int{0, 0, 0}

	// PurgeQueue()
	// genHexMap()
	hexMap2 = GenHexMap()
	// for matches := checkHexMap(); len(matches) > 0; matches = checkHexMap() {
	// 	removeHexAndGenNew(matches)
	// }
	glfw.SetMouseButtonCallback(MouseButtonCallback)
	glfw.SetCharCallback(charCallback)
	glfw.SetMousePosCallback(MousePosCallback)
	currExX = -1
	currExY = -1

	for sys.CheckExitMainLoop() {
		start := glfw.Time()
		wait := float64(1) / float64(30)
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		gl.Enable(gl.TEXTURE_2D)
		gl.Enable(gl.BLEND)
		gl.Disable(gl.DEPTH_TEST)
		// renderHexMap()
		wallpaper.Bind(gl.TEXTURE_2D)
		gl.TexEnvf(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.REPLACE)
		gl.Begin(gl.QUADS)
		gl.TexCoord2f(0, 0)
		gl.Vertex2i(0, 0)
		gl.TexCoord2f(0, 1)
		gl.Vertex2i(0, 768)
		gl.TexCoord2f(1, 1)
		gl.Vertex2i(1024, 768)
		gl.TexCoord2f(1, 0)
		gl.Vertex2i(1024, 0)
		gl.End()
		hexMap2.Render()
		hexRotate.AnimateAndExecute()
		hexShrink.AnimateAndExecute()
		hexFall.AnimateAndExecute()
		if !mouse.locked {
			x, y := mouse.GetXY()
			hexMap2.CalcClosestCenter(x, y)
		}
		gl.Flush()
		gl.Disable(gl.TEXTURE_2D)
		gl.Disable(gl.BLEND)
		sys.Refresh()
		diff := glfw.Time() - start
		if diff < wait {
			glfw.Sleep(wait - diff)
		}
	}
}