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-rw-r--r--mwe/gameloop/src/gameObject.cpp86
-rw-r--r--mwe/gameloop/src/loopManager.cpp75
-rw-r--r--mwe/gameloop/src/main.cpp4
-rw-r--r--mwe/gameloop/src/timer.cpp72
-rw-r--r--mwe/gameloop/src/window.cpp67
5 files changed, 129 insertions, 175 deletions
diff --git a/mwe/gameloop/src/gameObject.cpp b/mwe/gameloop/src/gameObject.cpp
index f637314..78217c4 100644
--- a/mwe/gameloop/src/gameObject.cpp
+++ b/mwe/gameloop/src/gameObject.cpp
@@ -1,58 +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) {
-
- }
+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
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);
+ }
+}
diff --git a/mwe/gameloop/src/main.cpp b/mwe/gameloop/src/main.cpp
index 2333e63..889a30a 100644
--- a/mwe/gameloop/src/main.cpp
+++ b/mwe/gameloop/src/main.cpp
@@ -6,11 +6,9 @@
#include "timer.h"
//Screen dimension constants
-
//Starts up SDL and creates window
-int main( int argc, char* args[] )
-{
+int main(int argc, char * args[]) {
LoopManager gameLoop;
gameLoop.setup();
gameLoop.loop();
diff --git a/mwe/gameloop/src/timer.cpp b/mwe/gameloop/src/timer.cpp
index 1e3045f..61e144d 100644
--- a/mwe/gameloop/src/timer.cpp
+++ b/mwe/gameloop/src/timer.cpp
@@ -1,68 +1,58 @@
#include "timer.h"
// Constructor (private)
-LoopTimer::LoopTimer(){}
+LoopTimer::LoopTimer() {}
// Get the singleton instance of the timer
-LoopTimer& LoopTimer::getInstance() {
- static LoopTimer instance;
- return instance;
+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;
+ 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
+ uint64_t currentFrameTime = SDL_GetTicks64();
+ deltaTime
+ = (currentFrameTime - lastFrameTime) / 1000.0; // Convert to seconds
- if (deltaTime > maximumDeltaTime) {
- deltaTime = maximumDeltaTime;
- }
+ if (deltaTime > maximumDeltaTime) {
+ deltaTime = maximumDeltaTime;
+ }
- elapsedTime += deltaTime;
- lastFrameTime = currentFrameTime;
+ elapsedTime += deltaTime;
+ lastFrameTime = currentFrameTime;
}
-double LoopTimer::getDeltaTime() const {
- return deltaTime;
-}
-int LoopTimer::getCurrentTime() const {
- return SDL_GetTicks();
-}
+double LoopTimer::getDeltaTime() const { return deltaTime; }
+int LoopTimer::getCurrentTime() const { return SDL_GetTicks(); }
-void LoopTimer::advanceFixedUpdate() {
- elapsedFixedTime += fixedDeltaTime;
-}
+void LoopTimer::advanceFixedUpdate() { elapsedFixedTime += fixedDeltaTime; }
-double LoopTimer::getFixedDeltaTime() const {
- return fixedDeltaTime;
-}
+double LoopTimer::getFixedDeltaTime() const { return fixedDeltaTime; }
void LoopTimer::setFPS(int FPS) {
- this->FPS = FPS;
- frameTargetTime = 1.0 / FPS;
+ this->FPS = FPS;
+ frameTargetTime = 1.0 / FPS;
}
-int LoopTimer::getFPS() const {
- return FPS;
-}
+int LoopTimer::getFPS() const { return FPS; }
void LoopTimer::enforceFrameRate() {
- uint64_t currentFrameTime = SDL_GetTicks64();
- double frameDuration = (currentFrameTime - lastFrameTime) / 1000.0;
+ 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;
+ 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
index f998a79..dd1d98f 100644
--- a/mwe/gameloop/src/window.cpp
+++ b/mwe/gameloop/src/window.cpp
@@ -1,59 +1,56 @@
#include "window.h"
-WindowManager::WindowManager(){
- if( !initWindow() )
- {
- printf( "Failed to initialize!\n" );
+WindowManager::WindowManager() {
+ if (!initWindow()) {
+ printf("Failed to initialize!\n");
}
}
-WindowManager::~WindowManager(){
- destroyWindow();
-}
-SDL_Renderer* WindowManager::getRenderer(){
- return renderer;
-}
+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);
+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());
+ // 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(),
+ (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);
+
+ SDL_RenderPresent(renderer);
}
-bool WindowManager::initWindow(){
- if(SDL_Init(SDL_INIT_EVERYTHING) != 0){
- fprintf(stderr,"Error inititalising SDL.\n");
+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");
+ }
+ 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");
+ renderer = SDL_CreateRenderer(window, -1, 0);
+ if (!renderer) {
+ fprintf(stderr, "Error creating SDL renderer. \n");
return false;
}
return true;
}
-void WindowManager::destroyWindow(){
+void WindowManager::destroyWindow() {
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();