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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-05 11:01:59 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-05 11:01:59 +0100
commit7a9da9c1be04f401a701931f59ee85b1d37f0de0 (patch)
tree6b11d011a00a36a21c31bdb4b286416d4e93a774 /src/crepe
parent8aa43f634c1a89f05681ffc5f3cd0a3477e50e71 (diff)
changed time back to 1 second
Diffstat (limited to 'src/crepe')
-rw-r--r--src/crepe/api/LoopManager.h12
-rw-r--r--src/crepe/api/LoopTimer.cpp2
2 files changed, 10 insertions, 4 deletions
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
index 17bddd1..c50f5aa 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -5,8 +5,9 @@
#include "../facade/SDLContext.h"
#include "../manager/ComponentManager.h"
#include "../manager/SceneManager.h"
+#include "../manager/SceneManager.h"
#include "../system/System.h"
-#include "manager/SceneManager.h"
+
#include "api/Event.h"
#include "api/LoopTimer.h"
@@ -19,6 +20,7 @@ namespace crepe {
*/
class LoopManager {
public:
+ LoopManager();
/**
* \brief Start the gameloop
*
@@ -26,7 +28,7 @@ public:
* Developers need to call this function to run the game.
*/
void start();
- LoopManager();
+
/**
* \brief Add a new concrete scene to the scene manager
@@ -101,7 +103,11 @@ private:
std::unique_ptr<LoopTimer> loop_timer;
private:
- //! callback function for shutdown event
+ /**
+ * \brief Callback function for ShutDownEvent
+ *
+ * This function sets the game_running variable to false, stopping the gameloop and therefor quitting the game.
+ */
bool on_shutdown(const ShutDownEvent & e);
/**
* \brief Collection of System instances
diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp
index 07f0f75..eedb5ee 100644
--- a/src/crepe/api/LoopTimer.cpp
+++ b/src/crepe/api/LoopTimer.cpp
@@ -47,7 +47,7 @@ double LoopTimer::get_fixed_delta_time() const { return this->fixed_delta_time.c
void LoopTimer::set_target_fps(int fps) {
this->target_fps = fps;
// target time per frame in seconds
- this->frame_target_time = std::chrono::duration<double>(1.0) / target_fps;
+ this->frame_target_time = std::chrono::duration<double>(1.0) / this->target_fps;
}
int LoopTimer::get_fps() const { return this->actual_fps; }