--- a/src/proto2/CMakeLists.txt Wed Nov 05 21:22:15 2008 +0000
+++ b/src/proto2/CMakeLists.txt Wed Nov 05 21:49:53 2008 +0000
@@ -10,10 +10,12 @@
# Libraries
# ClanLib 0.8
-find_package(ClanLib 0.8 REQUIRED COMPONENTS Core App Network)
+find_package(ClanLib 0.8 REQUIRED COMPONENTS Core App Signals Display GL Sound Network)
include_directories(${ClanLib_INCLUDE_DIRS})
set(LIBS ${LIBS} ${ClanLib_LIBRARIES})
+message("DEBUG: ${LIBS}")
+
# Assumes the project generates only one executable. If you need more, you'll need to alter
# the script and replace ${PROJECT_SHORT_NAME} by executable name.
add_executable("${PROJECT_SHORT_NAME}-p2" ${SOURCES})
--- a/src/proto2/Drawer.cc Wed Nov 05 21:22:15 2008 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,76 +0,0 @@
-#include <ClanLib/core.h>
-#include <ClanLib/gl.h> //do I need this in linux?
-#include <ClanLib/display.h>
-#include <ClanLib/application.h>
-#include "GameState.hh"
-#include "Dimension.hh"
-
-class CL_Game : public CL_ClanApplication {
-private:
- bool keep_going;
- void check_input() {
- if(CL_Keyboard::get_keycode(CL_KEY_ESCAPE))
- keep_going = false;
-
- LocalPlayer& lp = gs.getLocalPlayer();
-
- if(CL_Keyboard::get_keycode(CL_KEY_UP)) {
- lp.doMovement(PositionDelta(0,3));
- }
- if(CL_Keyboard::get_keycode(CL_KEY_DOWN)) {
- lp.doMovement(PositionDelta(0,-3));
- }
- if(CL_Keyboard::get_keycode(CL_KEY_LEFT)) {
- lp.doMovement(PositionDelta(-3,0));
- }
- if(CL_Keyboard::get_keycode(CL_KEY_RIGHT)) {
- lp.doMovement(PositionDelta(3,0));
- }
- }
-
-public:
- GameState gs;
-
- CL_Game() : keep_going(true) {}
- virtual int main(int argc, char **argv) {
- CL_SetupCore setup_init;
- CL_SetupDisplay setup_disp;
- CL_SetupGL setup_gl;
-
- //gs.player_list.push(Player(Coordinate()));
-
- CL_DisplayWindow win("ikkuna", 640, 480);
-// CL_Surface bg(CL_PNGProvider("image.png");
-
- unsigned int last_draw = CL_System::get_time();
- int r = 100, g = 100, b = 100;
- unsigned int frame_count = 0;
- bool R = false, G = false, B = false;
-
- while(keep_going) { //not good idea to put infinite loop
- CL_Display::clear(CL_Color(r, g, b));
-
- int colorIdx = 0;
- for(std::list<Player>::iterator it = gs.player_list.begin(); it != gs.player_list.end(); ++it) {
-
- CL_Display::fill_rect(CL_Rect(it->getPosition().scaledX()-10, it->getPosition().scaledY()-10,
- it->getPosition().scaledX()+10, it->getPosition().scaledY()+10), CL_Color((colorIdx*30)%255, (colorIdx*30)%255, (colorIdx*30)%255));
-
- colorIdx++;
- }
-
- CL_Display::flip(1);
- frame_count++;
- unsigned int cur_draw = CL_System::get_time();
-
- check_input();
-
- last_draw = cur_draw;
- CL_System::keep_alive();
-// sleep(10); //flip already wait a short amount of time
- }
- return 0;
- }
-};
-
-CL_Game inst;
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/src/proto2/Drawer.cc.disabled Wed Nov 05 21:49:53 2008 +0000
@@ -0,0 +1,76 @@
+#include <ClanLib/core.h>
+#include <ClanLib/gl.h> //do I need this in linux?
+#include <ClanLib/display.h>
+#include <ClanLib/application.h>
+#include "GameState.hh"
+#include "Dimension.hh"
+
+class CL_Game : public CL_ClanApplication {
+private:
+ bool keep_going;
+ void check_input() {
+ if(CL_Keyboard::get_keycode(CL_KEY_ESCAPE))
+ keep_going = false;
+
+ LocalPlayer& lp = gs.getLocalPlayer();
+
+ if(CL_Keyboard::get_keycode(CL_KEY_UP)) {
+ lp.doMovement(PositionDelta(0,3));
+ }
+ if(CL_Keyboard::get_keycode(CL_KEY_DOWN)) {
+ lp.doMovement(PositionDelta(0,-3));
+ }
+ if(CL_Keyboard::get_keycode(CL_KEY_LEFT)) {
+ lp.doMovement(PositionDelta(-3,0));
+ }
+ if(CL_Keyboard::get_keycode(CL_KEY_RIGHT)) {
+ lp.doMovement(PositionDelta(3,0));
+ }
+ }
+
+public:
+ GameState gs;
+
+ CL_Game() : keep_going(true) {}
+ virtual int main(int argc, char **argv) {
+ CL_SetupCore setup_init;
+ CL_SetupDisplay setup_disp;
+ CL_SetupGL setup_gl;
+
+ //gs.player_list.push(Player(Coordinate()));
+
+ CL_DisplayWindow win("ikkuna", 640, 480);
+// CL_Surface bg(CL_PNGProvider("image.png");
+
+ unsigned int last_draw = CL_System::get_time();
+ int r = 100, g = 100, b = 100;
+ unsigned int frame_count = 0;
+ bool R = false, G = false, B = false;
+
+ while(keep_going) { //not good idea to put infinite loop
+ CL_Display::clear(CL_Color(r, g, b));
+
+ int colorIdx = 0;
+ for(std::list<Player>::iterator it = gs.player_list.begin(); it != gs.player_list.end(); ++it) {
+
+ CL_Display::fill_rect(CL_Rect(it->getPosition().scaledX()-10, it->getPosition().scaledY()-10,
+ it->getPosition().scaledX()+10, it->getPosition().scaledY()+10), CL_Color((colorIdx*30)%255, (colorIdx*30)%255, (colorIdx*30)%255));
+
+ colorIdx++;
+ }
+
+ CL_Display::flip(1);
+ frame_count++;
+ unsigned int cur_draw = CL_System::get_time();
+
+ check_input();
+
+ last_draw = cur_draw;
+ CL_System::keep_alive();
+// sleep(10); //flip already wait a short amount of time
+ }
+ return 0;
+ }
+};
+
+CL_Game inst;