Difference between revisions of "GSDP:GAM100/CProcessing/Run()"

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>Zachary.logsdon
>Zachary.logsdon
 
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}
 
}
  
int main(void)
+
CP_main
 
{
 
{
 
   // Set the initial game state
 
   // Set the initial game state
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* [[GSDP:GAM100/CProcessing|Main Page]]
 
* [[GSDP:GAM100/CProcessing|Main Page]]
 
* [[GSDP:GAM100/CProcessing/Run()|Run()]]
 
* [[GSDP:GAM100/CProcessing/Run()|Run()]]
 +
* [[GSDP:GAM100/CProcessing/CP_main|CP_main]]
 
* [[GSDP:GAM100/CProcessing/Terminate()|Terminate()]]
 
* [[GSDP:GAM100/CProcessing/Terminate()|Terminate()]]
 
* [[GSDP:GAM100/CProcessing/SetNextGameState()|SetNextGameState()]]
 
* [[GSDP:GAM100/CProcessing/SetNextGameState()|SetNextGameState()]]
 
* [[GSDP:GAM100/CProcessing/SetNextGameStateForced()|SetNextGameStateForced()]]
 
* [[GSDP:GAM100/CProcessing/SetNextGameStateForced()|SetNextGameStateForced()]]

Latest revision as of 09:42, 20 October 2019

Run()

Description

This function is what starts the CProcessing engine. Before calling run(), SetNextGameState() or SetNextGameStateForced() must be called to set the initial state of the program. Failing to do so will make the program end immediately.

Example Usage

void init(void)
{
  /* Set the size of the window */
  size(500, 500);
}

void update(void)
{
  /* Set the background color to black every frame */
  background(color(0, 0, 0, 255));

  /* Draw a rectangle at the mouse position */
  rect(mouseX, mouseY, 50, 50);
}

CP_main
{
  // Set the initial game state
  SetNextGameState(init, update, NULL);

  // Run the program
  Run();    
}

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