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path: root/mwe/gameloop/src/loopManager.cpp
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Diffstat (limited to 'mwe/gameloop/src/loopManager.cpp')
-rw-r--r--mwe/gameloop/src/loopManager.cpp75
1 files changed, 36 insertions, 39 deletions
diff --git a/mwe/gameloop/src/loopManager.cpp b/mwe/gameloop/src/loopManager.cpp
index f7ce886..cb532cc 100644
--- a/mwe/gameloop/src/loopManager.cpp
+++ b/mwe/gameloop/src/loopManager.cpp
@@ -1,72 +1,69 @@
#include "loopManager.h"
#include "timer.h"
-LoopManager::LoopManager(){
-}
-void LoopManager::processInput(){
+LoopManager::LoopManager() {}
+void LoopManager::processInput() {
SDL_Event event;
SDL_PollEvent(&event);
- switch(event.type){
+ switch (event.type) {
case SDL_QUIT:
gameRunning = false;
break;
case SDL_KEYDOWN:
- if(event.key.keysym.sym == SDLK_ESCAPE){
+ if (event.key.keysym.sym == SDLK_ESCAPE) {
gameRunning = false;
}
- break;
+ break;
}
}
-void LoopManager::fixedUpdate(){
- fprintf(stderr,"fixed update\n");
-}
+void LoopManager::fixedUpdate() { fprintf(stderr, "fixed update\n"); }
void LoopManager::loop() {
- LoopTimer& timer = LoopTimer::getInstance();
- timer.start();
+ LoopTimer & timer = LoopTimer::getInstance();
+ timer.start();
- while (gameRunning) {
- timer.update();
+ while (gameRunning) {
+ timer.update();
- while (timer.getLag() >= timer.getFixedDeltaTime()) {
- processInput();
- fixedUpdate();
- timer.advanceFixedUpdate();
- }
+ while (timer.getLag() >= timer.getFixedDeltaTime()) {
+ processInput();
+ fixedUpdate();
+ timer.advanceFixedUpdate();
+ }
- update();
- render();
+ update();
+ render();
- timer.enforceFrameRate();
- }
+ timer.enforceFrameRate();
+ }
- window.destroyWindow();
+ window.destroyWindow();
}
-void LoopManager::setup(){
+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);
+
+ 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){
+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();
+ fprintf(stderr, "**********normal update********** \n");
+ LoopTimer & timer = LoopTimer::getInstance();
- for (int i = 0; i < objectList.size(); i++) {
- objectList[i]->setX(objectList[i]->getX() + 50 * delta);
- objectList[i]->setY(objectList[i]->getY() + 50 * delta);
- }
-}
+ 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);
+ }
+}