diff --git a/olcPixelGameEngine.h b/olcPixelGameEngine.h index 433e8dd..8cfc679 100644 --- a/olcPixelGameEngine.h +++ b/olcPixelGameEngine.h @@ -2,51 +2,10 @@ olcPixelGameEngine.h +-------------------------------------------------------------+ - | OneLoneCoder Pixel Game Engine v1.13 | + | Unofficial Pixel Game Engine v1.13 | | "Like the command prompt console one, but not..." - javidx9 | +-------------------------------------------------------------+ - What is this? - ~~~~~~~~~~~~~ - The olcConsoleGameEngine has been a surprsing and wonderful - success for me, and I'm delighted how people have reacted so - positively towards it, so thanks for that. - - However, there are limitations that I simply cannot avoid. - Firstly, I need to maintain several different versions of - it to accommodate users on Windows7, 8, 10, Linux, Mac, - Visual Studio & Code::Blocks. Secondly, this year I've been - pushing the console to the limits of its graphical capabilities - and the effect is becoming underwhelming. The engine itself - is not slow at all, but the process that Windows uses to - draw the command prompt to the screen is, and worse still, - it's dynamic based upon the variation of character colours - and glyphs. Sadly I have no control over this, and recent - videos that are extremely graphical (for a command prompt :P ) - have been dipping to unacceptable framerates. As the channel - has been popular with aspiring game developers, I'm concerned - that the visual appeal of the command prompt is perhaps - limited to us oldies, and I dont want to alienate younger - learners. Finally, I'd like to demonstrate many more - algorithms and image processing that exist in the graphical - domain, for which the console is insufficient. - - For this reason, I have created olcPixelGameEngine! The look - and feel to the programmer is almost identical, so all of my - existing code from the videos is easily portable, and the - programmer uses this file in exactly the same way. But I've - decided that rather than just build a command prompt emulator, - that I would at least harness some modern(ish) portable - technologies. - - As a result, the olcPixelGameEngine supports 32-bit colour, is - written in a cross-platform style, uses modern(ish) C++ - conventions and most importantly, renders much much faster. I - will use this version when my applications are predominantly - graphics based, but use the console version when they are - predominantly text based - Don't worry, loads more command - prompt silliness to come yet, but evolution is important!! - License (OLC-3) ~~~~~~~~~~~~~~~ @@ -79,21 +38,7 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - - Links - ~~~~~ - YouTube: https://www.youtube.com/javidx9 - Discord: https://discord.gg/WhwHUMV - Twitter: https://www.twitter.com/javidx9 - Twitch: https://www.twitch.tv/javidx9 - GitHub: https://www.github.com/onelonecoder - Homepage: https://www.onelonecoder.com - Patreon: https://www.patreon.com/javidx9 - - Relevant Videos - ~~~~~~~~~~~~~~~ - https://youtu.be/kRH6oJLFYxY Introducing olcPixelGameEngine - + Compiling in Linux ~~~~~~~~~~~~~~~~~~ You will need a modern C++ compiler, so update yours! @@ -107,15 +52,6 @@ vblank_mode=0 ./YourProgName - - Compiling in Code::Blocks on Windows - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Well I wont judge you, but make sure your Code::Blocks installation - is really up to date - you may even consider updating your C++ toolchain - to use MinGW32-W64, so google this. You will also need to enable C++14 - in your build options, and add to your linker the following libraries: - user32 gdi32 opengl32 gdiplus - Thanks ~~~~~~ I'd like to extend thanks to Eremiell, slavka, gurkanctn, Phantim, @@ -134,43 +70,7 @@ Author ~~~~~~ David Barr, aka javidx9, �OneLoneCoder 2018, 2019 -*/ - -////////////////////////////////////////////////////////////////////////////////////////// - -/* Example Usage (main.cpp) - #define OLC_PGE_APPLICATION - #include "olcPixelGameEngine.h" - // Override base class with your custom functionality - class Example : public olc::PixelGameEngine - { - public: - Example() - { - sAppName = "Example"; - } - public: - bool OnUserCreate() override - { - // Called once at the start, so create things here - return true; - } - bool OnUserUpdate(float fElapsedTime) override - { - // called once per frame, draws random coloured pixels - for (int x = 0; x < ScreenWidth(); x++) - for (int y = 0; y < ScreenHeight(); y++) - Draw(x, y, olc::Pixel(rand() % 255, rand() % 255, rand()% 255)); - return true; - } - }; - int main() - { - Example demo; - if (demo.Construct(256, 240, 4, 4)) - demo.Start(); - return 0; - } + Ben (plane000)#8618 */ #ifndef OLC_PGE_DEF