diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-01 18:03:41 +0200 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-01 18:03:41 +0200 |
commit | f8b2f9f3a2557313d37d53042dd36f0063f2ee61 (patch) | |
tree | 82eecbd4087983bed8eaf2ce3312e0e8b106149f /mwe/gameloop/src/loopManager.cpp | |
parent | a78f7bbfcdabad9550afe22f615b973b92cb074f (diff) |
`make format`
Diffstat (limited to 'mwe/gameloop/src/loopManager.cpp')
-rw-r--r-- | mwe/gameloop/src/loopManager.cpp | 113 |
1 files changed, 55 insertions, 58 deletions
diff --git a/mwe/gameloop/src/loopManager.cpp b/mwe/gameloop/src/loopManager.cpp index dde3cef..0392853 100644 --- a/mwe/gameloop/src/loopManager.cpp +++ b/mwe/gameloop/src/loopManager.cpp @@ -1,92 +1,89 @@ #include "loopManager.h" #include "timer.h" -LoopManager::LoopManager(){ -} -void LoopManager::processInput(){ +LoopManager::LoopManager() {} +void LoopManager::processInput() { SDL_Event event; SDL_PollEvent(&event); - switch(event.type){ + switch (event.type) { case SDL_QUIT: gameRunning = false; break; case SDL_KEYDOWN: - if(event.key.keysym.sym == SDLK_ESCAPE){ + if (event.key.keysym.sym == SDLK_ESCAPE) { gameRunning = false; - }else if(event.key.keysym.sym == SDLK_i){ - LoopTimer::getInstance().setGameScale(LoopTimer::getInstance().getGameScale() + 0.1); - }else if(event.key.keysym.sym == SDLK_k){ - LoopTimer::getInstance().setGameScale(LoopTimer::getInstance().getGameScale() - 0.1); + } else if (event.key.keysym.sym == SDLK_i) { + LoopTimer::getInstance().setGameScale( + LoopTimer::getInstance().getGameScale() + 0.1); + } else if (event.key.keysym.sym == SDLK_k) { + LoopTimer::getInstance().setGameScale( + LoopTimer::getInstance().getGameScale() - 0.1); } - - break; + + break; } } -void LoopManager::fixedUpdate(){ - fprintf(stderr,"fixed update\n"); -} +void LoopManager::fixedUpdate() { fprintf(stderr, "fixed update\n"); } void LoopManager::loop() { - LoopTimer& timer = LoopTimer::getInstance(); - timer.start(); + LoopTimer & timer = LoopTimer::getInstance(); + timer.start(); - while (gameRunning) { - timer.update(); + while (gameRunning) { + timer.update(); - while (timer.getLag() >= timer.getFixedDeltaTime()) { - processInput(); - fixedUpdate(); - timer.advanceFixedUpdate(); - } + while (timer.getLag() >= timer.getFixedDeltaTime()) { + processInput(); + fixedUpdate(); + timer.advanceFixedUpdate(); + } - update(); - render(); + update(); + render(); - timer.enforceFrameRate(); - } + timer.enforceFrameRate(); + } - window.destroyWindow(); + window.destroyWindow(); } -void LoopManager::setup(){ +void LoopManager::setup() { gameRunning = window.initWindow(); LoopTimer::getInstance().start(); LoopTimer::getInstance().setFPS(500); - - for(int i = 1; i < 3;i++){ - GameObject* square = new GameObject("square2",i*60,i*60,20,20,0,0); + + for (int i = 1; i < 3; i++) { + GameObject * square + = new GameObject("square2", i * 60, i * 60, 20, 20, 0, 0); objectList.push_back(square); } } -void LoopManager::render(){ - fprintf(stderr,"**********render********** \n"); - if(gameRunning){ +void LoopManager::render() { + fprintf(stderr, "**********render********** \n"); + if (gameRunning) { window.render(objectList); } } void LoopManager::update() { - fprintf(stderr, "********** normal update ********** \n"); - LoopTimer& timer = LoopTimer::getInstance(); - - float delta = timer.getDeltaTime(); - for (int i = 0; i < objectList.size(); i++) { - GameObject* obj = objectList[i]; - - // Move the object based on its direction - if (obj->direction == 1) { - obj->setX(obj->getX() + 50 * delta); - } else { - obj->setX(obj->getX() - 50 * delta); - } - + fprintf(stderr, "********** normal update ********** \n"); + LoopTimer & timer = LoopTimer::getInstance(); - if (obj->getX() > 500) { - obj->setX(500); - obj->direction = 0; // Switch direction to left - } else if (obj->getX() < 50) { - obj->setX(50); // Clamp the position to the boundary - obj->direction = 1; // Switch direction to right - } - } -} + float delta = timer.getDeltaTime(); + for (int i = 0; i < objectList.size(); i++) { + GameObject * obj = objectList[i]; + // Move the object based on its direction + if (obj->direction == 1) { + obj->setX(obj->getX() + 50 * delta); + } else { + obj->setX(obj->getX() - 50 * delta); + } + if (obj->getX() > 500) { + obj->setX(500); + obj->direction = 0; // Switch direction to left + } else if (obj->getX() < 50) { + obj->setX(50); // Clamp the position to the boundary + obj->direction = 1; // Switch direction to right + } + } +} |