Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/main.cpp

51 lines
1.2 KiB

#include "gui_fsm.hpp"
#include "textures.hpp"
#include "sound.hpp"
#include "autowalker.hpp"
#include <iostream>
int main(int argc, char* argv[]) {
try {
textures::init();
sound::init();
sound::mute(true);
gui::FSM main;
main.event(gui::Event::STARTED);
Autowalker walker(main);
sound::play("ambient_1", true);
if(argc > 1 && argv[1][0] == 't') {
walker.start_autowalk();
}
while(main.active()) {
main.render();
// ZED: need to sort out how to deal with this in the FSM
if(main.in_state(gui::State::IDLE)
|| main.in_state(gui::State::NEXT_LEVEL)
|| main.in_state(gui::State::MAPPING)
|| main.in_state(gui::State::IN_COMBAT))
{
if(main.autowalking) {
walker.autowalk();
} else {
main.keyboard_mouse();
}
} else{
main.event(gui::Event::TICK);
}
main.handle_world_events();
}
return 0;
} catch(const std::system_error& e) {
std::cout << "WARNING: On OSX you'll get this error on shutdown.\n";
std::cout << "Caught system_error with code "
"[" << e.code() << "] meaning "
"[" << e.what() << "]\n";
}
}