diff options
Diffstat (limited to 'mwe/gameloop/src')
-rw-r--r-- | mwe/gameloop/src/eventManager.cpp | 0 | ||||
-rw-r--r-- | mwe/gameloop/src/gameObject.cpp | 30 | ||||
-rw-r--r-- | mwe/gameloop/src/loopManager.cpp | 92 | ||||
-rw-r--r-- | mwe/gameloop/src/main.cpp | 15 | ||||
-rw-r--r-- | mwe/gameloop/src/timer.cpp | 68 | ||||
-rw-r--r-- | mwe/gameloop/src/window.cpp | 57 |
6 files changed, 262 insertions, 0 deletions
diff --git a/mwe/gameloop/src/eventManager.cpp b/mwe/gameloop/src/eventManager.cpp new file mode 100644 index 0000000..e69de29 --- /dev/null +++ b/mwe/gameloop/src/eventManager.cpp diff --git a/mwe/gameloop/src/gameObject.cpp b/mwe/gameloop/src/gameObject.cpp new file mode 100644 index 0000000..78217c4 --- /dev/null +++ b/mwe/gameloop/src/gameObject.cpp @@ -0,0 +1,30 @@ +#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/mwe/gameloop/src/loopManager.cpp b/mwe/gameloop/src/loopManager.cpp new file mode 100644 index 0000000..dde3cef --- /dev/null +++ b/mwe/gameloop/src/loopManager.cpp @@ -0,0 +1,92 @@ +#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/mwe/gameloop/src/main.cpp b/mwe/gameloop/src/main.cpp new file mode 100644 index 0000000..9f407c4 --- /dev/null +++ b/mwe/gameloop/src/main.cpp @@ -0,0 +1,15 @@ +//Using SDL and standard IO +#include <SDL2/SDL.h> +#include <stdio.h> +//#include "window.h" +#include "loopManager.h" +#include "timer.h" + + +int main(int argc, char * args[]) { + LoopManager gameLoop; + gameLoop.setup(); + gameLoop.loop(); + + return 0; +} diff --git a/mwe/gameloop/src/timer.cpp b/mwe/gameloop/src/timer.cpp new file mode 100644 index 0000000..03fb9eb --- /dev/null +++ b/mwe/gameloop/src/timer.cpp @@ -0,0 +1,68 @@ +#include "timer.h" +LoopTimer::LoopTimer(){} + +LoopTimer& LoopTimer::getInstance() { + static LoopTimer instance; + return instance; +} + +void LoopTimer::start() { + lastFrameTime = SDL_GetTicks64(); + elapsedTime = 0; + elapsedFixedTime = 0; + deltaTime = 0; +} + +void LoopTimer::update() { + uint64_t currentFrameTime = SDL_GetTicks64(); + deltaTime = (currentFrameTime - lastFrameTime) / 1000.0; + + 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/mwe/gameloop/src/window.cpp b/mwe/gameloop/src/window.cpp new file mode 100644 index 0000000..dd1d98f --- /dev/null +++ b/mwe/gameloop/src/window.cpp @@ -0,0 +1,57 @@ +#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(); +} |