void setup() { size(SCREEN_WIDTH, SCREEN_HEIGHT, P3D); colorMode(RGB, 255, 255, 255); frameRate(30); int i; SHADOW_BITS = new ShadowBit[NUM_SHADOW_BITS]; for( i = 0; i < NUM_SHADOW_BITS; ++i ) { SHADOW_BITS[i] = new ShadowBit(); SHADOW_BITS[i].Initialize(); } RED = new Red[NUM_RED]; for( i = 0; i < NUM_RED; ++i ) { RED[i] = new Red(); RED[i].Initialize(); } RED[0].m_Position.x = 320.f; RED[0].m_Position.y = 80.f; RED[1].m_Position.x = 330.f; RED[1].m_Position.y = 175.f; RED[2].m_Position.x = 80.f; RED[2].m_Position.y = 80.f; RED[3].m_Position.x = 320.f; RED[3].m_Position.y = 320.f; RED[4].m_Position.x = 70.f; RED[4].m_Position.y = 320.f; RED_SCREAMS = new RedScream[NUM_RED_SCREAMS]; for( i = 0; i < NUM_RED_SCREAMS; ++i ) { RED_SCREAMS[i] = new RedScream(); RED_SCREAMS[i].Initialize(); } PLAYER = new Player(); PLAYER.Initialize(); GRID = new Grid(); GRID.Initialize(); INPUT = new Input(); INPUT.Initialize(); } void draw() { background(255); if( !GAME_FREEZE ) { GRID.AddBitsToGrid(); GRID.ComputeForcesOnBits(); } //GRID.Draw(); PLAYER.m_MovedThisFrame = false; int i; if( !GAME_FREEZE ) { for( i = 0; i < NUM_RED; ++i ) { RED[i].Update(); } for( i = 0; i < NUM_RED_SCREAMS; ++i ) { RED_SCREAMS[i].Update(); } for( i = 0; i < NUM_SHADOW_BITS; ++i ) { SHADOW_BITS[i].Update(); } PLAYER.Update(); } for( i = 0; i < NUM_RED; ++i ) { RED[i].Draw(); } for( i = 0; i < NUM_SHADOW_BITS; ++i ) { SHADOW_BITS[i].Draw(); } PLAYER.Draw(); for( i = 0; i < NUM_RED_SCREAMS; ++i ) { RED_SCREAMS[i].Draw(); } }