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-rw-r--r--mwe/gameloop/src/loopManager.cpp97
-rw-r--r--mwe/gameloop/src/main.cpp2
-rw-r--r--mwe/gameloop/src/timer.cpp86
3 files changed, 108 insertions, 77 deletions
diff --git a/mwe/gameloop/src/loopManager.cpp b/mwe/gameloop/src/loopManager.cpp
index cb532cc..dde3cef 100644
--- a/mwe/gameloop/src/loopManager.cpp
+++ b/mwe/gameloop/src/loopManager.cpp
@@ -1,69 +1,92 @@
#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;
+ }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;
+
+ 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);
+ 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) {
+void LoopManager::render(){
+ fprintf(stderr,"**********render********** \n");
+ if(gameRunning){
window.render(objectList);
}
}
void LoopManager::update() {
- fprintf(stderr, "**********normal update********** \n");
- LoopTimer & timer = LoopTimer::getInstance();
+ 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);
+ }
+
- 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);
- }
+ 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
index 889a30a..9f407c4 100644
--- a/mwe/gameloop/src/main.cpp
+++ b/mwe/gameloop/src/main.cpp
@@ -4,9 +4,7 @@
//#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;
diff --git a/mwe/gameloop/src/timer.cpp b/mwe/gameloop/src/timer.cpp
index 61e144d..03fb9eb 100644
--- a/mwe/gameloop/src/timer.cpp
+++ b/mwe/gameloop/src/timer.cpp
@@ -1,58 +1,68 @@
#include "timer.h"
+LoopTimer::LoopTimer(){}
-// Constructor (private)
-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
-
- if (deltaTime > maximumDeltaTime) {
- deltaTime = maximumDeltaTime;
- }
+ uint64_t currentFrameTime = SDL_GetTicks64();
+ deltaTime = (currentFrameTime - lastFrameTime) / 1000.0;
- elapsedTime += deltaTime;
- lastFrameTime = currentFrameTime;
+ if (deltaTime > maximumDeltaTime) {
+ deltaTime = maximumDeltaTime;
+ }
+ deltaTime *= gameScale;
+ 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::setGameScale(double value){
+ gameScale = value;
+};
+double LoopTimer::getGameScale(){
+ return gameScale;
+}
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);
- }
+ if (frameDuration < frameTargetTime) {
+ uint32_t delayTime = (uint32_t)((frameTargetTime - frameDuration) * 1000.0);
+ SDL_Delay(delayTime);
+ }
+}
+double LoopTimer::getLag() const {
+ return elapsedTime - elapsedFixedTime;
}
-double LoopTimer::getLag() const { return elapsedTime - elapsedFixedTime; }