diff options
Diffstat (limited to 'gameloop/src')
-rw-r--r-- | gameloop/src/eventManager.cpp | 0 | ||||
-rw-r--r-- | gameloop/src/gameObject.cpp | 58 | ||||
-rw-r--r-- | gameloop/src/loopManager.cpp | 92 | ||||
-rw-r--r-- | gameloop/src/main.cpp | 19 | ||||
-rw-r--r-- | gameloop/src/timer.cpp | 73 | ||||
-rw-r--r-- | gameloop/src/window.cpp | 60 |
6 files changed, 0 insertions, 302 deletions
diff --git a/gameloop/src/eventManager.cpp b/gameloop/src/eventManager.cpp deleted file mode 100644 index e69de29..0000000 --- a/gameloop/src/eventManager.cpp +++ /dev/null diff --git a/gameloop/src/gameObject.cpp b/gameloop/src/gameObject.cpp deleted file mode 100644 index f637314..0000000 --- a/gameloop/src/gameObject.cpp +++ /dev/null @@ -1,58 +0,0 @@ -#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 deleted file mode 100644 index dde3cef..0000000 --- a/gameloop/src/loopManager.cpp +++ /dev/null @@ -1,92 +0,0 @@ -#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; - }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; - } -} -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(500); - - 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){ - 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); - } - - - 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/main.cpp b/gameloop/src/main.cpp deleted file mode 100644 index 2333e63..0000000 --- a/gameloop/src/main.cpp +++ /dev/null @@ -1,19 +0,0 @@ -//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/gameloop/src/timer.cpp b/gameloop/src/timer.cpp deleted file mode 100644 index 03a2dbb..0000000 --- a/gameloop/src/timer.cpp +++ /dev/null @@ -1,73 +0,0 @@ -#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; - } - deltaTime *= gameScale; - 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::setGameScale(double value){ - gameScale = value; -}; -double LoopTimer::getGameScale(){ - return gameScale; -} -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/gameloop/src/window.cpp b/gameloop/src/window.cpp deleted file mode 100644 index f998a79..0000000 --- a/gameloop/src/window.cpp +++ /dev/null @@ -1,60 +0,0 @@ -#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(); -} |