#include <iostream>
#include <vector>
#include <stdlib.h>
#include <SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "gameobjs.h"
#include "cam.h"
#include "levels.h"
#include "menu.h"
#include "file.h"
Include dependency graph for graviton.cpp:

Functions | |
| void | print_sdl_error (char *printme) |
| Wraps SDL_GetError and prints it to cerr. | |
| void | do_loop (void) |
| The event loop of the game. | |
| void | calcfps (void) |
| Calculates framerate and prints it in the window caption. | |
| void | movestuff (void) |
| Handles all the physics of the game, essentially. | |
| void | renderit (void) |
| Do the actual rendering of the window contents. | |
| void | keydownstuff (SDL_keysym *which) |
| Handles keypresses. | |
| void | keyupstuff (SDL_keysym *which) |
| The complement to keydownstuff(). | |
| void | run_once (void) |
| Initialisation code for some of the objects. | |
| void | cleanup (void) |
| Delete the objects made in makelevel(). | |
| int | main (int argc, char *argv[]) |
| Initialisation and main loop. | |
Variables | |
| FileConfig | cfg |
| Instantiation of the configuration class. | |
| Cam | thecam |
| The camera of the scene. | |
| SDL_Surface * | win = NULL |
| The actual game window. | |
| bool | looping |
| Used to show if the event loop is still running. | |
| float | frametime = 1 |
| Measures the time taken for each iteration, and passed to the physics engine. | |
| int | player1lives = 3 |
| Lives of player 1. | |
| int | player2lives = 3 |
| Unsurprisingly, the number of lives of player 2. | |
| vector< AbsObj * > | biglist |
| The list of all objects in the scene. | |
| Ship | playerOne = Ship(4.0, 8.0, 4.0) |
| The first ship. | |
| Ship | playerTwo = Ship(4.0, 8.0, 4.0) |
| The second ship. | |
| Grid | tehgrid = Grid(200,200) |
| The grid that fades in. | |
| vector< ShipBullet * > | bulletlist |
| The global list of all projectiles in the system. | |
| vector< ShipExhaust * > | exhaustlist |
| The global list of exhaust particles in the system. | |
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Handles keypresses. This currently only works with hard-coded keys. Eventually the keycodes will be stored in the ship object and retrieved by this function (or on startup) to allow user configuration of keys (or joypad).
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The complement to keydownstuff(). This does the same job as keydownstuff, except runs on KEY_UP events. |
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Initialisation and main loop. No command line flags are currently accepted.
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Handles all the physics of the game, essentially.
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The global list of all projectiles in the system. List of lists. |
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The global list of exhaust particles in the system. List of lists. |
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The grid that fades in. I'm l337. |
1.3.9.1