To make magnarune happy
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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525
main.cpp
525
main.cpp
@ -9,6 +9,8 @@
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#define OLC_PGE_APPLICATION
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#include "pixelGameEngine.h" // used for drawing the game
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using namespace olc;
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//========================================================================================================================================
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// protected variables
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//========================================================================================================================================
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@ -691,524 +693,21 @@ public:
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}
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}
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void DrawCenteredStringDecal(olc::vf2d pos,std::string str,olc::Pixel col=olc::WHITE,olc::vf2d scale={1,1}) {
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olc::vf2d textOffset = olc::vf2d(GetTextSize(str))*scale/2;
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DrawStringDecal(pos-textOffset,str,col,scale);
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}
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//========================================================================================================================================
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// Main Game Function
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//========================================================================================================================================
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bool OnUserUpdate(float fElapsedTime) override
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{
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if (GetKey(olc::Key::CTRL).bHeld && GetKey(olc::Key::F12).bHeld && !bothKeysPressed)
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{
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return false;
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}
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DrawLineDecal({(float)ScreenWidth()/2,0},{(float)ScreenWidth()/2,(float)ScreenHeight()},RED);
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DrawLineDecal({0,(float)ScreenHeight()/2},{(float)ScreenWidth(),(float)ScreenHeight()/2},RED);
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// draw skybox
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GradientFillRectDecal({ 0.0f, 0.0f }, { ScreenWidth() + 0.0f, ScreenHeight() / 2 + 0.0f }, olc::DARK_BLUE, olc::BLUE, olc::BLUE, olc::DARK_BLUE);
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// the hills have eyes; y'know, like in Super Mario Bros. What reference did you think was going to be here?
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DrawPartialDecal({ 0.0f, ScreenHeight() / 2 - 100.0f }, hill, { 0.0f + track_curve * 200, 0.0f }, { ScreenWidth() + 0.0f, (float)hill->sprite->height }, { 1.5f, 1.0f });
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//DrawPartialDecal({ 180.0f, ScreenHeight() / 2 - 100.0f }, hill, { 0.0f + track_curve * 200, 0.0f }, { ScreenWidth() + 0.0f, (float)hill->sprite->height });
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DrawPartialWarpedDecal // draw grass
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(
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grass, { { 0.0f, ScreenHeight() / 2 + 0.0f },
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{ -ScreenWidth() * 2 + 0.0f, ScreenHeight() + 0.0f},
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{ ScreenWidth() * 2 + ScreenWidth() + 0.0f, ScreenHeight() + 0.0f },
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{ ScreenWidth() + 0.0f, ScreenHeight() / 2 + 0.0f } },
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{ 0.0f, -distance }, { 1 * 32, 4 * 64 }
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);
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//========================================================================================================================================
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if (gameState == state::MAIN_MENU)
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{
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FillRectDecal({ 0, 0 }, { ScreenWidth() + 0.f, ScreenHeight() + 0.f }, olc::Pixel(0, 0, 0, 16));
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// display title
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DrawDecal({ 95.5f, 95.5f }, title/*, {0.4f, 0.4f}*/);
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DisplayMenu(mainMenu);
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//DrawStringDecal({ ScreenWidth() / 2 + 0.0f, ScreenHeight() / 2 + 0.0f }, "START GAME", olc::WHITE, { 4.0f, 4.0f });
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if (GetKey(olc::Key::ENTER).bPressed || GetKey(olc::Key::SPACE).bPressed)
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{
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// vertical menu
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if (highlighted == 0)
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{
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gameState = state::PLAY_GAME;
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highlighted = 0;
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}
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else if (highlighted == 1)
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{
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gameState = state::CONTROLS;
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highlighted = 0;
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}
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else
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{
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return false; // quit game
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}
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}
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if (GetKey(olc::Key::ESCAPE).bPressed)
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{
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return false; // exit via Escape key
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}
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}
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//========================================================================================================================================
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else if (gameState == state::PLAY_GAME)
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{
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FillRectDecal({ 0, 0 }, { ScreenWidth() + 0.f, ScreenHeight() + 0.f }, olc::Pixel(0, 0, 0, 16));
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DisplayMenu(playGame);
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if (GetKey(olc::Key::ENTER).bPressed || GetKey(olc::Key::SPACE).bPressed)
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{
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// vertical menu
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if (highlighted == 0)
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{
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gameState = state::TRACK_SELECT;
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highlighted = 0;
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}
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else if (highlighted == 1)
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{
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gameState = state::CUP_SELECT;
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highlighted = 0;
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}
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else
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{
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gameState = state::MAIN_MENU; // return to menu
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highlighted = 0;
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}
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}
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if (GetKey(olc::Key::ESCAPE).bPressed || GetKey(olc::Key::BACK).bPressed)
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{
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gameState = state::MAIN_MENU;
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highlighted = 0;
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}
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}
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//========================================================================================================================================
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else if (gameState == state::TRACK_SELECT)
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{
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FillRectDecal({ 0, 0 }, { ScreenWidth() + 0.f, ScreenHeight() + 0.f }, olc::Pixel(0, 0, 0, 16));
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DisplayMenu(pickTrack);
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if (GetKey(olc::Key::ENTER).bPressed || GetKey(olc::Key::SPACE).bPressed)
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{
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if (highlighted >= 0 && highlighted <= 8)
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{
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track = highlighted + 1;
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gameState = state::CAR_SELECT;
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highlighted = 0;
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}
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else
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{
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gameState = state::PLAY_GAME;
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highlighted = 0;
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}
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}
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if (GetKey(olc::Key::CTRL).bHeld && GetKey(olc::Key::F9).bHeld)
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{
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// okay, so, gotta work out how to do cheat codes it seems xD
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track = 0;
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gameState = state::CAR_SELECT;
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}
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if (GetKey(olc::Key::ESCAPE).bPressed || GetKey(olc::Key::BACK).bPressed)
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{
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gameState = state::PLAY_GAME;
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highlighted = 0;
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}
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}
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//========================================================================================================================================
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else if (gameState == state::CUP_SELECT)
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{
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FillRectDecal({ 0, 0 }, { ScreenWidth() + 0.f, ScreenHeight() + 0.f}, olc::Pixel(0, 0, 0, 16));
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DrawPartialDecal({ ScreenWidth() / 3 - 96.f, ScreenHeight() / 3 - 192.f }, cups, { 0, 0 }, { 64, 64 }, { 3.0f, 3.0f }, (highlighted == 0) ? olc::WHITE : olc::DARK_GREY); // bronze
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DrawPartialDecal({ ScreenWidth() / 3 * 2 - 96.f, ScreenHeight() / 3 - 192.f }, cups, { 64, 0 }, { 64, 64 }, { 3.0f, 3.0f }, (highlighted == 1) ? olc::WHITE : olc::DARK_GREY); // silver
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DrawPartialDecal({ ScreenWidth() / 3 - 96.f, ScreenHeight() / 3 * 2 - 192.f }, cups, { 0, 64 }, { 64, 64 }, { 3.0f, 3.0f }, (highlighted == 2) ? olc::WHITE : olc::DARK_GREY); // gold
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DrawPartialDecal({ ScreenWidth() / 3 * 2 - 96.f, ScreenHeight() / 3 * 2 - 192.f }, cups, { 64, 64 }, { 64, 64 }, { 3.0f, 3.0f }, (highlighted == 3) ? olc::WHITE : olc::DARK_GREY); // platinum
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DisplayMenu(grandPrix);
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if (GetKey(olc::Key::ENTER).bPressed || GetKey(olc::Key::SPACE).bPressed)
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{
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// 2 x 2 menu
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if (highlighted == 0)
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{
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gameState = state::INDIE;
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cup = 0;
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gameState = state::CAR_SELECT;
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highlighted = 0;
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}
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else if (highlighted == 1)
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{
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gameState = state::STREET;
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cup = 1;
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gameState = state::CAR_SELECT;
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highlighted = 0;
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}
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else if (highlighted == 2)
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{
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gameState = state::PRO;
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cup = 2;
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gameState = state::CAR_SELECT;
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highlighted = 0;
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}
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else if (highlighted == 3)
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{
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gameState = state::GRAND_PRIX;
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cup = 3;
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gameState = state::CAR_SELECT;
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highlighted = 0;
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}
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else
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{
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gameState = state::PLAY_GAME; // return to menu
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cup = -1;
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highlighted = 0;
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}
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}
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if (GetKey(olc::Key::ESCAPE).bPressed || GetKey(olc::Key::BACK).bPressed)
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{
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gameState = state::PLAY_GAME;
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highlighted = 0;
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}
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}
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//========================================================================================================================================
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else if (gameState == state::CAR_SELECT)
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{
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FillRectDecal({ 0, 0 }, { ScreenWidth() + 0.f, ScreenHeight() + 0.f }, olc::Pixel(0, 0, 0, 16));
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DisplayMenu(selectCar);
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if (GetKey(olc::Key::ENTER).bPressed || GetKey(olc::Key::SPACE).bPressed)
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{
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if (highlighted >= 0&&highlighted <= 7)
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{
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gameState = state::RUN_GAME;
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vecTrack.clear();
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for (int i = 0; i < trackList[track].size(); i++)
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{
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vecTrack.push_back(trackList[track][i]);
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track_dist += vecTrack[i].second;
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}
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}
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else
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{
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if (cup != -1)
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{
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// return to cup select
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gameState = state::CUP_SELECT;
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}
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if (track != -1)
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{
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// return to track select
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gameState = state::TRACK_SELECT;
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}
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highlighted = 0;
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}
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}
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if (GetKey(olc::Key::ESCAPE).bPressed || GetKey(olc::Key::BACK).bPressed)
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{
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if (cup != -1)
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{
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// return to cup select
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gameState = state::CUP_SELECT;
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}
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if (track != -1)
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{
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// return to track select
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gameState = state::TRACK_SELECT;
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}
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highlighted = 0;
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}
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}
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//========================================================================================================================================
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else if (gameState == state::CONTROLS)
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{
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FillRectDecal({ 0, 0 }, { ScreenWidth() + 0.f, ScreenHeight() + 0.f }, olc::Pixel(0, 0, 0, 16));
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DisplayMenu(controls);
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if (GetKey(olc::Key::ENTER).bPressed)
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{
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if (highlighted == 0)
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{
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configKeyIndex = highlighted;
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}
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else if (highlighted == 1)
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{
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configKeyIndex = highlighted;
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}
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else if (highlighted == 2)
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{
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configKeyIndex = highlighted;
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}
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else if (highlighted == 3)
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{
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configKeyIndex = highlighted;
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}
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else if (highlighted == 4)
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{
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// reset default controls
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DisplayMenu(controls);
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Move_Up = olc::W;
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Move_Down = olc::S;
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Move_Left = olc::A;
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Move_Right = olc::D;
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}
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else
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{
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gameState = state::MAIN_MENU;
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highlighted = 0;
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}
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}
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if (GetKey(olc::Key::ESCAPE).bPressed || GetKey(olc::Key::BACK).bPressed)
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{
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gameState = state::MAIN_MENU;
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}
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}
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//========================================================================================================================================
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else if (gameState == state::PAUSED) // pause menu
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{
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FillRectDecal({ 0, 0 }, { ScreenWidth() + 0.f, ScreenHeight() + 0.f }, olc::Pixel(0, 0, 0, 64));
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DisplayMenu(pause);
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if (GetKey(olc::Key::ENTER).bPressed)
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{
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if (highlighted == 0)
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{
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gameState = state::RUN_GAME;
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highlighted = 0;
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}
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if (highlighted == 1)
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{
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// restart the track
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// this will ONLY work on tracks after the track selection screen
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// or on the first track in each cup (1, 4, 7, 1)
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Reset();
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gameState = state::RUN_GAME;
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highlighted = 0;
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}
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if (highlighted == 2)
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{
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// main menu
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Reset();
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gameState = state::MAIN_MENU;
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highlighted = 0;
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}
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if (highlighted == 3)
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{
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return false;
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}
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}
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}
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//========================================================================================================================================
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//========================================================================================================================================
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else if (gameState == state::RUN_GAME) // run main game loop
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{
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Clear(olc::BLACK); // this still needed? we've since replaced it with the gradient sky box
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if (GetKey(olc::Key::ESCAPE).bPressed || GetKey(olc::Key::PAUSE).bPressed)
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{
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gameState = state::PAUSED;
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}
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// debug quick-reset
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if (GetKey(olc::Key::F4).bPressed)
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{
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Reset();
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}
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// get a point on the track
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float offset = 0;
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int TrackSection = 0;
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cur_lap_time += fElapsedTime;
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// record lap time
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if (distance >= track_dist)
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{
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distance -= track_dist;
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list_times.push_front(cur_lap_time); // push time to front
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list_times.pop_back(); // pop time to back
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cur_lap_time = 0.0f;
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}
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// find position on track (could optimize) << should probably optimize given the complexity of this game
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while (TrackSection < vecTrack.size() && offset <= distance)
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{
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offset += vecTrack[TrackSection].second;
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TrackSection++;
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}
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float TargetCurvature = vecTrack[TrackSection - 1].first; // drawing curves to screen
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float TrackCurveDiff = (TargetCurvature - curvature) * fElapsedTime * speed; // correcting the drawing of curves to the screen
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curvature += TrackCurveDiff; // update track curve difference
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track_curve += (curvature)*fElapsedTime * speed;
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//========================================================================================================================================
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// | | draw racetrack canvas
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//========================================================================================================================================
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std::vector<olc::vf2d> pos;
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std::vector<olc::vf2d> uvs;
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for (int y = 0; y < ScreenHeight() / 2; y++)
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{
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// racetrack canvas variables
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float perspective = (float)y / (ScreenHeight() / 2.0f);
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float mid_point = 0.5f + curvature * powf((1.0f - perspective), 3);
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float road_width = 0.1f + perspective * 0.8f;
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float curb_width = road_width * 0.15f;
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road_width *= 0.5f;
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int lf_curb = (mid_point - road_width) * ScreenWidth();
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int rt_curb = (mid_point + road_width) * ScreenWidth();
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int row = ScreenHeight() / 2 + y;
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float horizon = powf(1.0f - perspective, 2) * 80;
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// check for finish line
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if (distance + horizon > track_dist - 20 && distance + horizon < track_dist)
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{
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// draw checkerboard pattern
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uvs.push_back({ 0, (float)fmod(((distance + horizon) - (track_dist - 20)) / 20.0f, 0.5f) + 0.5f });
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uvs.push_back({ 1, (float)fmod(((distance + horizon) - (track_dist - 20)) / 20.0f, 0.5f) + 0.5f });
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}
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else
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{
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// draw standard track piece
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uvs.push_back({ 0, sinf(80.0f * powf(1.0f - perspective, 2) + distance) / 4 + 0.25f });
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uvs.push_back({ 1, sinf(80.0f * powf(1.0f - perspective, 2) + distance) / 4 + 0.25f });
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}
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// drawing grass and curb
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pos.push_back({ lf_curb + 0.0f, row + 0.0f });
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pos.push_back({ rt_curb + 0.0f, row + 0.0f });
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// black box rendering shenanigans; if I ever understand programming enough at a later date, I can figure out wtf is going on here
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int i = 0;
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for (Object& obj : gameObjects)
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{
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float horizonRange = powf(1.0f - perspective, 2) * ((distance + horizon) - obj.pos.y) / horizon;
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if (!obj.rendered && (distance + horizon) > obj.pos.y && (distance + horizon) < obj.pos.y + 80 && row >= ScreenHeight() / 2 + ScreenHeight() / 2 * horizonRange)
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{
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obj.drawPos = { (mid_point + road_width * obj.pos.x) * ScreenWidth(), horizonRange * (ScreenHeight() / 2) + ScreenHeight() / 2 };
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obj.drawOffsetPos = { obj.offset.x, obj.size.y * road_width * -obj.offset.y };
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obj.drawSize = { obj.size.x * road_width, obj.size.y * road_width };
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obj.rendered = true;
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// yeah.... so, even after copying it manually, i still have no clue what this thing is doing, lol
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}
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}
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}
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// on the road again; drawing the track
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SetDecalStructure(olc::DecalStructure::STRIP);
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DrawPolygonDecal(road, pos, uvs);
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SetDecalStructure(olc::DecalStructure::FAN);
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// draw trackside props
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for (Object& obj : gameObjects)
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{
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if (obj.rendered)
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{
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if (obj.decal != nullptr)
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{
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DrawDecal(obj.drawPos + obj.drawOffsetPos, obj.decal, obj.drawSize);
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}
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else
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{
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FillRectDecal(obj.drawPos, obj.drawSize, olc::BLUE);
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}
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}
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}
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//========================================================================================================================================
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// | | car movement
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//========================================================================================================================================
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int car_dir = 0; // default car facing
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if (GetKey(Move_Up).bHeld)
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{
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speed += 2.0f * fElapsedTime;
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}
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else // might remove this in a later stage of development
|
||||
{
|
||||
speed -= 1.0f * fElapsedTime;
|
||||
}
|
||||
if (GetKey(Move_Down).bHeld)
|
||||
{
|
||||
// move back ?
|
||||
distance -= 20.0f * fElapsedTime;
|
||||
}
|
||||
if (GetKey(Move_Left).bHeld)
|
||||
{
|
||||
car_curve -= 0.7f * fElapsedTime;
|
||||
car_dir = -1;
|
||||
}
|
||||
if (GetKey(Move_Right).bHeld)
|
||||
{
|
||||
car_curve += 0.7f * fElapsedTime;
|
||||
car_dir = +1;
|
||||
}
|
||||
|
||||
// slow car if on grass
|
||||
if (fabs(car_curve - track_curve) >= 0.8f)
|
||||
{
|
||||
speed -= 5.0f * fElapsedTime;
|
||||
}
|
||||
|
||||
// clamp speed
|
||||
if (speed < 0.0f) speed = 0.0f;
|
||||
if (speed > 1.0f) speed = 1.0f;
|
||||
|
||||
// move car along track according to car speed
|
||||
distance += (70.0f * speed) * fElapsedTime;
|
||||
|
||||
// draw car
|
||||
car_pos = car_curve - track_curve;
|
||||
DrawDecal({ ScreenWidth() / 2 - 128 + car_pos * ScreenWidth() / 2, ScreenHeight() / 4 * 3.0f - 128 }, car);
|
||||
SetPixelMode(olc::Pixel::ALPHA);
|
||||
|
||||
//========================================================================================================================================
|
||||
//========================================================================================================================================
|
||||
// spedometer
|
||||
std::string mph = std::to_string(speed);
|
||||
DrawString(4, 4, mph);
|
||||
|
||||
// show time
|
||||
auto disp_time = [](float t)
|
||||
{
|
||||
int min = t / 60.0f;
|
||||
int sec = t - (min * 60.0f);
|
||||
int milli = (t - (float)sec) * 1000.0f;
|
||||
|
||||
// need to change this out to a 'DrawString()' function instead
|
||||
return std::to_string(min) + "." + std::to_string(sec) + ":" + std::to_string(milli);
|
||||
};
|
||||
|
||||
// correct for the first '0' in the seconds timer
|
||||
//if ()
|
||||
//{
|
||||
// // draw min + '0' + sec + milli
|
||||
// DrawString(4, 16, disp_time(cur_lap_time));
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
DrawString(4, 16, disp_time(cur_lap_time));
|
||||
//}
|
||||
|
||||
// display last 5 lap times
|
||||
int j = 30;
|
||||
for (auto l : list_times)
|
||||
{
|
||||
DrawString(10, j, disp_time(l));
|
||||
j += 10;
|
||||
}
|
||||
|
||||
// debug code
|
||||
//std::string numb1 = std::to_string(car_pos);
|
||||
//DrawString(4, 26, numb1);
|
||||
//std::string numb2 = std::to_string(track_dist);
|
||||
//DrawString(4, 38, numb2);
|
||||
}
|
||||
DrawCenteredStringDecal({(float)ScreenWidth()/2,(float)ScreenHeight()/2},"Goblin",olc::GREEN,{2.5,2.5});
|
||||
//DrawStringDecal({0,0},"TEST",WHITE,{1,1});
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -1219,7 +718,7 @@ public:
|
||||
int main()
|
||||
{
|
||||
Racer game;
|
||||
if (game.Construct(1280, 720, 1, 1))
|
||||
if (game.Construct(256, 240, 4, 4))
|
||||
game.Start();
|
||||
|
||||
return 0;
|
||||
|
Loading…
x
Reference in New Issue
Block a user