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-rw-r--r--mwe/gameloop/versions/delayBased.cpp57
1 files changed, 57 insertions, 0 deletions
diff --git a/mwe/gameloop/versions/delayBased.cpp b/mwe/gameloop/versions/delayBased.cpp
new file mode 100644
index 0000000..a8cad15
--- /dev/null
+++ b/mwe/gameloop/versions/delayBased.cpp
@@ -0,0 +1,57 @@
+#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);
+ }
+}
+