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-rw-r--r--gameloop/src/loopManager.cpp38
-rw-r--r--gameloop/src/timer.cpp9
2 files changed, 36 insertions, 11 deletions
diff --git a/gameloop/src/loopManager.cpp b/gameloop/src/loopManager.cpp
index f7ce886..dde3cef 100644
--- a/gameloop/src/loopManager.cpp
+++ b/gameloop/src/loopManager.cpp
@@ -12,7 +12,12 @@ void LoopManager::processInput(){
case SDL_KEYDOWN:
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);
}
+
break;
}
}
@@ -44,10 +49,10 @@ void LoopManager::loop() {
void LoopManager::setup(){
gameRunning = window.initWindow();
LoopTimer::getInstance().start();
- LoopTimer::getInstance().setFPS(50);
+ LoopTimer::getInstance().setFPS(500);
- for(int i = 0; i < 2;i++){
- GameObject* square = new GameObject("square2",i*40,i*40,20,20,0,0);
+ for(int i = 1; i < 3;i++){
+ GameObject* square = new GameObject("square2",i*60,i*60,20,20,0,0);
objectList.push_back(square);
}
}
@@ -59,14 +64,29 @@ void LoopManager::render(){
}
void LoopManager::update() {
- fprintf(stderr,"**********normal update********** \n");
+ fprintf(stderr, "********** normal update ********** \n");
LoopTimer& timer = LoopTimer::getInstance();
-
- float delta= timer.getDeltaTime();
-
+
+ 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);
+ 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
+ }
}
}
+
diff --git a/gameloop/src/timer.cpp b/gameloop/src/timer.cpp
index 1e3045f..03a2dbb 100644
--- a/gameloop/src/timer.cpp
+++ b/gameloop/src/timer.cpp
@@ -25,7 +25,7 @@ void LoopTimer::update() {
if (deltaTime > maximumDeltaTime) {
deltaTime = maximumDeltaTime;
}
-
+ deltaTime *= gameScale;
elapsedTime += deltaTime;
lastFrameTime = currentFrameTime;
}
@@ -53,7 +53,12 @@ void LoopTimer::setFPS(int FPS) {
int LoopTimer::getFPS() const {
return FPS;
}
-
+void LoopTimer::setGameScale(double value){
+ gameScale = value;
+};
+double LoopTimer::getGameScale(){
+ return gameScale;
+}
void LoopTimer::enforceFrameRate() {
uint64_t currentFrameTime = SDL_GetTicks64();
double frameDuration = (currentFrameTime - lastFrameTime) / 1000.0;