📄 main.cpp
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//-----------------------------------------------------------------------------
//
// Copyright (C) July 24, 2000 by Zhang Yong
// Email: z-meng@yeah.net
// This source is available for distribution and/or modification
// only under the terms of the GPL license.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the GPL.txt for more details.
//
//-----------------------------------------------------------------------------
#include "../game.h"#include <sys/time.h>#include <vgagl.h>#include <vga.h>#include <vgakeyboard.h>#include <stdio.h>GraphicsContext *g_frontbuffer;GraphicsContext *g_backbuffer;void TRACE( char *format, ... ){ }float GetTime(){ struct timeval time; gettimeofday( &time, NULL ); return (time.tv_sec + (float)time.tv_usec/1e6);}void SetPalette( PALETTEENTRY ape[] ){ for( int i = 0; i < 256; i ++ ) { int r = ape[i].peRed >> 2; int g = ape[i].peGreen >> 2; int b = ape[i].peBlue >> 2; gl_setpalettecolor( i, r, g, b ); }}void FlipScreen(){ gl_copyscreen( g_frontbuffer );}void ClearBackground(){ gl_clearscreen( 16 );}void OutputText( int x, int y, char *text ){ gl_printf( 0, 0, text );}int main(){ g_bShowStats = TRUE; printf( "Initialize graphics...\n" ); vga_init(); printf( "Setting Display Mode 640x480x8...\n" ); int mode = G640x480x256; vga_setmode( mode ); gl_setcontextvga( mode ); g_frontbuffer = gl_allocatecontext(); gl_getcontext( g_frontbuffer ); gl_setcontextvgavirtual( mode ); g_backbuffer = gl_allocatecontext(); gl_getcontext( g_backbuffer ); gl_setcontext( g_backbuffer ); printf( "Init Font...\n" ); gl_setfont( 8, 8, gl_font8x8 ); gl_setwritemode( FONT_COMPRESSED | WRITEMODE_OVERWRITE | WRITEMODE_MASKED ); gl_setfontcolors( 0, 255 ); if( !LoadBitmaps() || !InitGame() ) { printf( "InitGame() error\n" ); return 1; } g_lasttime.GetTime(); // game loop while( TRUE ) { if( keyboard_keypressed(SCANCODE_BREAK) ) PauseGame(); else if( keyboard_keypressed(SCANCODE_ESCAPE) ) break; if( !g_bPaused ) UpdateFrame(); } gl_clearscreen(0); vga_setmode(0); return 0;}
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