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-rw-r--r--gameloop/.vscode/settings.json54
-rw-r--r--gameloop/CMakeLists.txt28
-rw-r--r--gameloop/imgs/demo.bmpbin7998698 -> 0 bytes
-rw-r--r--gameloop/imgs/demo.jpgbin903706 -> 0 bytes
-rw-r--r--gameloop/include/eventManager.h4
-rw-r--r--gameloop/include/gameObject.h30
-rw-r--r--gameloop/include/loopManager.h25
-rw-r--r--gameloop/include/timer.h32
-rw-r--r--gameloop/include/window.h20
-rw-r--r--gameloop/src/eventManager.cpp0
-rw-r--r--gameloop/src/gameObject.cpp58
-rw-r--r--gameloop/src/loopManager.cpp92
-rw-r--r--gameloop/src/main.cpp19
-rw-r--r--gameloop/src/timer.cpp73
-rw-r--r--gameloop/src/window.cpp60
-rw-r--r--gameloop/versions/delayBased.cpp57
16 files changed, 0 insertions, 552 deletions
diff --git a/gameloop/.vscode/settings.json b/gameloop/.vscode/settings.json
deleted file mode 100644
index 6cee9cb..0000000
--- a/gameloop/.vscode/settings.json
+++ /dev/null
@@ -1,54 +0,0 @@
-{
- "files.associations": {
- "array": "cpp",
- "atomic": "cpp",
- "bit": "cpp",
- "*.tcc": "cpp",
- "cctype": "cpp",
- "clocale": "cpp",
- "cmath": "cpp",
- "compare": "cpp",
- "concepts": "cpp",
- "cstdarg": "cpp",
- "cstddef": "cpp",
- "cstdint": "cpp",
- "cstdio": "cpp",
- "cstdlib": "cpp",
- "cwchar": "cpp",
- "cwctype": "cpp",
- "deque": "cpp",
- "list": "cpp",
- "map": "cpp",
- "string": "cpp",
- "unordered_map": "cpp",
- "vector": "cpp",
- "exception": "cpp",
- "algorithm": "cpp",
- "functional": "cpp",
- "iterator": "cpp",
- "memory": "cpp",
- "memory_resource": "cpp",
- "numeric": "cpp",
- "optional": "cpp",
- "random": "cpp",
- "string_view": "cpp",
- "system_error": "cpp",
- "tuple": "cpp",
- "type_traits": "cpp",
- "utility": "cpp",
- "initializer_list": "cpp",
- "iosfwd": "cpp",
- "iostream": "cpp",
- "istream": "cpp",
- "limits": "cpp",
- "new": "cpp",
- "numbers": "cpp",
- "ostream": "cpp",
- "sstream": "cpp",
- "stdexcept": "cpp",
- "streambuf": "cpp",
- "cinttypes": "cpp",
- "typeinfo": "cpp",
- "valarray": "cpp"
- }
-}
diff --git a/gameloop/CMakeLists.txt b/gameloop/CMakeLists.txt
deleted file mode 100644
index 6bc5017..0000000
--- a/gameloop/CMakeLists.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-cmake_minimum_required(VERSION 3.5)
-project(gameloop)
-
-# Set the C++ standard (optional, but good practice)
-set(CMAKE_CXX_STANDARD 11)
-set(CMAKE_CXX_STANDARD_REQUIRED True)
-
-# Find the SDL2 package
-find_package(SDL2 REQUIRED)
-
-# Add your executable
-set(SOURCES
- src/loopManager
- src/window.cpp
- src/main.cpp
- src/eventManager.cpp
- src/gameObject.cpp
- src/timer.cpp
-)
-
-add_executable(gameloop ${SOURCES})
-
-# Link the SDL2 library to your project
-target_link_libraries(gameloop ${SDL2_LIBRARIES})
-
-# Include SDL2 header files and project headers
-target_include_directories(gameloop PRIVATE ${SDL2_INCLUDE_DIRS})
-target_include_directories(gameloop PRIVATE ${CMAKE_SOURCE_DIR}/include)
diff --git a/gameloop/imgs/demo.bmp b/gameloop/imgs/demo.bmp
deleted file mode 100644
index 65354fe..0000000
--- a/gameloop/imgs/demo.bmp
+++ /dev/null
Binary files differ
diff --git a/gameloop/imgs/demo.jpg b/gameloop/imgs/demo.jpg
deleted file mode 100644
index f534e1b..0000000
--- a/gameloop/imgs/demo.jpg
+++ /dev/null
Binary files differ
diff --git a/gameloop/include/eventManager.h b/gameloop/include/eventManager.h
deleted file mode 100644
index 2aa0a68..0000000
--- a/gameloop/include/eventManager.h
+++ /dev/null
@@ -1,4 +0,0 @@
-class EventManager
-{
-
-};
diff --git a/gameloop/include/gameObject.h b/gameloop/include/gameObject.h
deleted file mode 100644
index fc7d026..0000000
--- a/gameloop/include/gameObject.h
+++ /dev/null
@@ -1,30 +0,0 @@
-#pragma once
-#include <iostream>
-class GameObject {
- public:
- GameObject();
- GameObject(std::string name, float x, float y, float width, float height, float velX, float velY);
- std::string getName() const;
- float getX() const;
- float getY() const;
- float getWidth() const;
- float getHeight() const;
- float getVelX() const;
- float getVelY() const;
- void setName(std::string value);
- void setX(float value);
- void setY(float value);
- void setWidth(float value);
- void setHeight(float value);
- void setVelX(float value);
- void setVelY(float value);
- int direction;
- private:
- std::string name = "";
- float x = 0;
- float y = 0;
- float width = 0;
- float height = 0;
- float velX = 0;
- float velY = 0;
-};
diff --git a/gameloop/include/loopManager.h b/gameloop/include/loopManager.h
deleted file mode 100644
index 06bcd5f..0000000
--- a/gameloop/include/loopManager.h
+++ /dev/null
@@ -1,25 +0,0 @@
-#pragma once
-#include <SDL2/SDL.h>
-#include "window.h"
-#include "gameObject.h"
-class LoopManager{
- public:
- LoopManager();
- void setup();
- void loop();
- private:
-
- std::vector<GameObject*> objectList;
- void processInput();
- void update();
- void lateUpdate();
- void fixedUpdate();
- void render();
- bool gameRunning = false;
- WindowManager window;
- int timeScale = 1;
- float accumulator = 0.0;
- double currentTime;
- double t = 0.0;
- double dt = 0.01;
-};
diff --git a/gameloop/include/timer.h b/gameloop/include/timer.h
deleted file mode 100644
index ca1e5f3..0000000
--- a/gameloop/include/timer.h
+++ /dev/null
@@ -1,32 +0,0 @@
-#pragma once
-
-#include <SDL2/SDL.h>
-
-class LoopTimer {
-public:
- static LoopTimer& getInstance();
- void start();
- void update();
- double getDeltaTime() const;
- int getCurrentTime() const;
- void advanceFixedUpdate();
- double getFixedDeltaTime() const;
- void setFPS(int FPS);
- int getFPS() const;
- double getGameScale();
- void setGameScale(double);
- void enforceFrameRate();
- double getLag() const;
-private:
- LoopTimer();
- int FPS = 50;
- double gameScale = 1;
- double maximumDeltaTime = 0.25;
- double deltaTime;
- double frameTargetTime = FPS / 1000;
- double fixedDeltaTime = 0.01;
- double elapsedTime;
- double elapsedFixedTime;
- double time;
- uint64_t lastFrameTime;
-};
diff --git a/gameloop/include/window.h b/gameloop/include/window.h
deleted file mode 100644
index cfde0e9..0000000
--- a/gameloop/include/window.h
+++ /dev/null
@@ -1,20 +0,0 @@
-#pragma once
-#include <SDL2/SDL.h>
-#include <vector>
-#include "gameObject.h"
-#include <iostream>
-class WindowManager{
- public:
- WindowManager();
- virtual ~WindowManager();
- void render(std::vector<GameObject*> objects);
- bool initWindow();
- void destroyWindow();
-
- SDL_Renderer* getRenderer();
- private:
- const int SCREEN_WIDTH = 800;
- const int SCREEN_HEIGHT = 600;
- SDL_Window* window = NULL;
- SDL_Renderer* renderer = NULL;
-};
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();
-}
diff --git a/gameloop/versions/delayBased.cpp b/gameloop/versions/delayBased.cpp
deleted file mode 100644
index a8cad15..0000000
--- a/gameloop/versions/delayBased.cpp
+++ /dev/null
@@ -1,57 +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;
- }
- break;
- }
-}
-void LoopManager::loop(){
- fprintf(stderr,"loop. \n");
- while(gameRunning){
- //Timer::getInstance().update();
- //deltaTime = Timer::getInstance().getDeltaTime();
- processInput();
- update();
- render();
- }
- window.destroyWindow();
-}
-void LoopManager::setup(){
- gameRunning = window.initWindow();
- LoopTimer::getInstance().start();
- LoopTimer::getInstance().setFPS(210);
-
- for(int i = 0; i < 2;i++){
- GameObject* square2 = new GameObject("square2",i*40,i*40,20,20,0,0);
- objectList.push_back(square2);
- }
-}
-void LoopManager::render(){
- if(gameRunning){
- window.render(objectList);
- }
-}
-
-void LoopManager::update() {
- LoopTimer& timer = LoopTimer::getInstance();
- timer.enforceFrameRate();
- timer.update();
- 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);
- }
-}
-