diff options
| author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-09-21 15:31:58 +0200 | 
|---|---|---|
| committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-09-21 15:31:58 +0200 | 
| commit | ca393b6b47618e48c107ad5c021d86700343648e (patch) | |
| tree | 298bff793ee331566b6be1840c8d7404409b5198 /mwe/gameloop/src | |
| parent | 8bf919f750807060f3ac2c640b8a02300af1733c (diff) | |
move gameloop poc to mwe
Diffstat (limited to 'mwe/gameloop/src')
| -rw-r--r-- | mwe/gameloop/src/eventManager.cpp | 0 | ||||
| -rw-r--r-- | mwe/gameloop/src/gameObject.cpp | 58 | ||||
| -rw-r--r-- | mwe/gameloop/src/loopManager.cpp | 72 | ||||
| -rw-r--r-- | mwe/gameloop/src/main.cpp | 19 | ||||
| -rw-r--r-- | mwe/gameloop/src/timer.cpp | 68 | ||||
| -rw-r--r-- | mwe/gameloop/src/window.cpp | 60 | 
6 files changed, 277 insertions, 0 deletions
| diff --git a/mwe/gameloop/src/eventManager.cpp b/mwe/gameloop/src/eventManager.cpp new file mode 100644 index 0000000..e69de29 --- /dev/null +++ b/mwe/gameloop/src/eventManager.cpp diff --git a/mwe/gameloop/src/gameObject.cpp b/mwe/gameloop/src/gameObject.cpp new file mode 100644 index 0000000..f637314 --- /dev/null +++ b/mwe/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/mwe/gameloop/src/loopManager.cpp b/mwe/gameloop/src/loopManager.cpp new file mode 100644 index 0000000..f7ce886 --- /dev/null +++ b/mwe/gameloop/src/loopManager.cpp @@ -0,0 +1,72 @@ +#include "loopManager.h" +#include "timer.h" +LoopManager::LoopManager(){ +} +void LoopManager::processInput(){ +	SDL_Event event; +	SDL_PollEvent(&event); +	switch(event.type){ +		case SDL_QUIT: +			gameRunning = false; +			break; +		case SDL_KEYDOWN: +			if(event.key.keysym.sym == SDLK_ESCAPE){ +				gameRunning = false; +			} +		break; +	} +} +void LoopManager::fixedUpdate(){ +	fprintf(stderr,"fixed update\n"); +} +void LoopManager::loop() { +    LoopTimer& timer = LoopTimer::getInstance(); +    timer.start(); + +    while (gameRunning) { +        timer.update(); + +        while (timer.getLag() >= timer.getFixedDeltaTime()) { +            processInput(); +            fixedUpdate(); +            timer.advanceFixedUpdate(); +        } + +        update(); +        render(); + +        timer.enforceFrameRate(); +    } + +    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){ +		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++) { +        objectList[i]->setX(objectList[i]->getX() + 50 * delta);  +        objectList[i]->setY(objectList[i]->getY() + 50 * delta); +    } +} + diff --git a/mwe/gameloop/src/main.cpp b/mwe/gameloop/src/main.cpp new file mode 100644 index 0000000..2333e63 --- /dev/null +++ b/mwe/gameloop/src/main.cpp @@ -0,0 +1,19 @@ +//Using SDL and standard IO +#include <SDL2/SDL.h> +#include <stdio.h> +//#include "window.h" +#include "loopManager.h" +#include "timer.h" +//Screen dimension constants + + +//Starts up SDL and creates window + +int main( int argc, char* args[] ) +{ +	LoopManager gameLoop; +	gameLoop.setup(); +	gameLoop.loop(); + +	return 0; +} diff --git a/mwe/gameloop/src/timer.cpp b/mwe/gameloop/src/timer.cpp new file mode 100644 index 0000000..1e3045f --- /dev/null +++ b/mwe/gameloop/src/timer.cpp @@ -0,0 +1,68 @@ +#include "timer.h" + +// Constructor (private) +LoopTimer::LoopTimer(){} + +// Get the singleton instance of the timer +LoopTimer& LoopTimer::getInstance() { +    static LoopTimer instance; +    return instance; +} + +// Start the timer (initialize frame time) +void LoopTimer::start() { +    lastFrameTime = SDL_GetTicks64(); +    elapsedTime = 0; +    elapsedFixedTime = 0; +    deltaTime = 0; +} + +// Update the timer, calculate deltaTime +void LoopTimer::update() { +    uint64_t currentFrameTime = SDL_GetTicks64(); +    deltaTime = (currentFrameTime - lastFrameTime) / 1000.0;  // Convert to seconds + +    if (deltaTime > maximumDeltaTime) { +        deltaTime = maximumDeltaTime; +    } + +    elapsedTime += deltaTime; +    lastFrameTime = currentFrameTime; +} + +double LoopTimer::getDeltaTime() const { +    return deltaTime; +} +int LoopTimer::getCurrentTime() const { +    return SDL_GetTicks(); +} + +void LoopTimer::advanceFixedUpdate() { +    elapsedFixedTime += fixedDeltaTime; +} + +double LoopTimer::getFixedDeltaTime() const { +    return fixedDeltaTime; +} + +void LoopTimer::setFPS(int FPS) { +    this->FPS = FPS; +    frameTargetTime = 1.0 / FPS; +} + +int LoopTimer::getFPS() const { +    return FPS; +} + +void LoopTimer::enforceFrameRate() { +    uint64_t currentFrameTime = SDL_GetTicks64(); +    double frameDuration = (currentFrameTime - lastFrameTime) / 1000.0; + +    if (frameDuration < frameTargetTime) { +        uint32_t delayTime = (uint32_t)((frameTargetTime - frameDuration) * 1000.0); +        SDL_Delay(delayTime); +    } +} +double LoopTimer::getLag() const { +    return elapsedTime - elapsedFixedTime; +} diff --git a/mwe/gameloop/src/window.cpp b/mwe/gameloop/src/window.cpp new file mode 100644 index 0000000..f998a79 --- /dev/null +++ b/mwe/gameloop/src/window.cpp @@ -0,0 +1,60 @@ +#include "window.h" +WindowManager::WindowManager(){ +	if( !initWindow() ) +	{ +		printf( "Failed to initialize!\n" ); +	} +} +WindowManager::~WindowManager(){ +	destroyWindow(); +} +SDL_Renderer* WindowManager::getRenderer(){ +	return renderer; +} + +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( "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; +	} +	renderer = SDL_CreateRenderer(window,-1,0); +	if(!renderer){ +		fprintf(stderr,"Error creating SDL renderer. \n"); +		return false; +	} +	return true; +} +void WindowManager::destroyWindow(){ +	SDL_DestroyRenderer(renderer); +	SDL_DestroyWindow(window); +	SDL_Quit(); +} |