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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-09-18 15:11:04 +0200
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-09-18 15:11:04 +0200
commit61e382cedd71127033f91551298607e2e78c3809 (patch)
treedb946bf0dac5cbb504ac7875fb323243d2a6db74 /gameloop/src
parent7eafe293868d5d3875d0bec147e22a266e4ec86c (diff)
gameloop save
Diffstat (limited to 'gameloop/src')
-rw-r--r--gameloop/src/gameObject.cpp58
-rw-r--r--gameloop/src/loopManager.cpp41
-rw-r--r--gameloop/src/main.cpp2
-rw-r--r--gameloop/src/timer.cpp56
-rw-r--r--gameloop/src/window.cpp38
5 files changed, 177 insertions, 18 deletions
diff --git a/gameloop/src/gameObject.cpp b/gameloop/src/gameObject.cpp
new file mode 100644
index 0000000..f637314
--- /dev/null
+++ b/gameloop/src/gameObject.cpp
@@ -0,0 +1,58 @@
+#include "gameObject.h"
+std::string GameObject::getName() const{
+ return name;
+}
+float GameObject::getX() const{
+ return x;
+}
+
+float GameObject::getY() const{
+ return y;
+}
+
+float GameObject::getWidth() const{
+ return width;
+}
+
+float GameObject::getHeight() const{
+ return height;
+}
+
+float GameObject::getVelX() const{
+ return velX;
+}
+
+float GameObject::getVelY() const{
+ return velY;
+}
+void GameObject::setName(std::string value){
+ name = value;
+}
+void GameObject::setX(float value){
+ x = value;
+}
+
+void GameObject::setY(float value){
+ y = value;
+}
+
+void GameObject::setWidth(float value){
+ width = value;
+}
+
+void GameObject::setHeight(float value){
+ height = value;
+}
+
+void GameObject::setVelX(float value){
+ velX = value;
+}
+
+void GameObject::setVelY(float value){
+ velY = value;
+}
+
+GameObject::GameObject(std::string name, float x, float y, float width, float height, float velX, float velY)
+ : name(name),x(x), y(y), width(width), height(height), velX(velX), velY(velY) {
+
+ }
diff --git a/gameloop/src/loopManager.cpp b/gameloop/src/loopManager.cpp
index ef2decf..c439a3e 100644
--- a/gameloop/src/loopManager.cpp
+++ b/gameloop/src/loopManager.cpp
@@ -1,4 +1,5 @@
#include "loopManager.h"
+#include "timer.h"
LoopManager::LoopManager(){
}
void LoopManager::processInput(){
@@ -15,23 +16,53 @@ void LoopManager::processInput(){
break;
}
}
+void LoopManager::fixedUpdate(){
+ fprintf(stderr,"fixed update\n");
+}
void LoopManager::loop(){
+ fprintf(stderr,"loop. \n");
+ LoopTimer& timer = LoopTimer::getInstance();
while(gameRunning){
- //processInput();
+ timer.update();
+ lag += timer.getDeltaTime();
+ processInput();
+ while (lag >= timer.getFixedDeltaTime())
+ {
+ fixedUpdate();
+ lag -= timer.getFixedDeltaTime();
+ }
//update();
- //render();
+ //timer.enforceFrameRate();
+ render();
}
window.destroyWindow();
}
void LoopManager::setup(){
gameRunning = window.initWindow();
+ LoopTimer::getInstance().start();
+ LoopTimer::getInstance().setFPS(50);
+
+ for(int i = 0; i < 2;i++){
+ GameObject* square = new GameObject("square2",i*40,i*40,20,20,0,0);
+ objectList.push_back(square);
+ }
}
void LoopManager::render(){
+ fprintf(stderr,"**********render********** \n");
if(gameRunning){
- SDL_SetRenderDrawColor(window.getRenderer(),255,0,0,255);
- SDL_RenderClear(window.getRenderer());
+ window.render(objectList);
}
}
-void LoopManager::update(){
+void LoopManager::update() {
+ fprintf(stderr,"**********normal update********** \n");
+ LoopTimer& timer = LoopTimer::getInstance();
+
+ float delta= timer.getDeltaTime();
+
+ for (int i = 0; i < objectList.size(); i++) {
+ objectList[i]->setX(objectList[i]->getX() + 50 * delta);
+ objectList[i]->setY(objectList[i]->getY() + 50 * delta);
+ }
}
+
diff --git a/gameloop/src/main.cpp b/gameloop/src/main.cpp
index 76d0c84..2333e63 100644
--- a/gameloop/src/main.cpp
+++ b/gameloop/src/main.cpp
@@ -3,6 +3,7 @@
#include <stdio.h>
//#include "window.h"
#include "loopManager.h"
+#include "timer.h"
//Screen dimension constants
@@ -13,5 +14,6 @@ int main( int argc, char* args[] )
LoopManager gameLoop;
gameLoop.setup();
gameLoop.loop();
+
return 0;
}
diff --git a/gameloop/src/timer.cpp b/gameloop/src/timer.cpp
new file mode 100644
index 0000000..6428797
--- /dev/null
+++ b/gameloop/src/timer.cpp
@@ -0,0 +1,56 @@
+#include "timer.h"
+
+// Singleton instance for global access
+LoopTimer& LoopTimer::getInstance() {
+ static LoopTimer instance;
+ return instance;
+}
+
+// Private constructor
+LoopTimer::LoopTimer() : lastTime(0), deltaTime(0), frequency(0), FPS(0), frameTargetTime(0) {}
+
+void LoopTimer::start() {
+
+}
+
+void LoopTimer::update() {
+ Uint64 currentTime = SDL_GetTicks64();
+ deltaTime = (currentTime - lastFrameTime) / 1000.0;
+ time += deltaTime;
+ lastFrameTime = currentTime;
+}
+
+float LoopTimer::getDeltaTime() const {
+ return deltaTime;
+}
+float LoopTimer::getDeltaTimeMs() const {
+ return deltaTime * 1000;
+}
+int LoopTimer::getCurrentTime() const {
+ return SDL_GetTicks64();
+}
+
+float LoopTimer::getFixedDeltaTime() const {
+ return fixedDeltaTime;
+}
+
+void LoopTimer::setFPS(int FPS) {
+ if (FPS > 0) {
+ this->FPS = FPS;
+ frameTargetTime = 1000 / FPS;
+ }
+}
+float LoopTimer::getLag() const{
+ return lag;
+}
+int LoopTimer::getFPS() const {
+ return FPS;
+}
+
+// Delay to match target frame time
+void LoopTimer::enforceFrameRate() {
+ int waitTime = frameTargetTime - (SDL_GetTicks64() - lastFrameTime);
+ if(waitTime > 0 && waitTime <= frameTargetTime){
+ SDL_Delay(waitTime);
+ }
+}
diff --git a/gameloop/src/window.cpp b/gameloop/src/window.cpp
index 11424dd..f998a79 100644
--- a/gameloop/src/window.cpp
+++ b/gameloop/src/window.cpp
@@ -1,5 +1,4 @@
#include "window.h"
-
WindowManager::WindowManager(){
if( !initWindow() )
{
@@ -9,27 +8,40 @@ WindowManager::WindowManager(){
WindowManager::~WindowManager(){
destroyWindow();
}
-bool WindowManager::init()
-{
-}
-bool WindowManager::loadMedia()
-{
-}
-void WindowManager::close()
-{
-
-}
SDL_Renderer* WindowManager::getRenderer(){
return renderer;
}
-void WindowManager::update(){
+
+void WindowManager::render(std::vector<GameObject*> objects){
+ // Set the draw color to black and clear the screen
+ SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
+ SDL_RenderClear(renderer);
+
+ // Print object position (optional for debugging)
+ //fprintf(stderr, "%d\n", objectList.size());
+ for(int i = 0; i < objects.size();i++){
+ //fprintf(stderr, "%f\n", objectList[i]->getX());
+ // Create a rectangle representing the ball
+ SDL_Rect ball_rect = {
+ (int)objects[i]->getX(),
+ (int)objects[i]->getY(),
+ (int)objects[i]->getWidth(),
+ (int)objects[i]->getHeight(),
+ };
+ // Set the draw color to white and render the ball
+ SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
+ SDL_RenderFillRect(renderer, &ball_rect);
+ }
+
+ SDL_RenderPresent(renderer);
}
+
bool WindowManager::initWindow(){
if(SDL_Init(SDL_INIT_EVERYTHING) != 0){
fprintf(stderr,"Error inititalising SDL.\n");
return false;
}
- window = SDL_CreateWindow("Gameloop POC",SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,SCREEN_WIDTH,SCREEN_HEIGHT,SDL_WINDOW_RESIZABLE);
+ window = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN );
if(!window){
fprintf(stderr,"Error creating SDL Window. \n");
return false;