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-rw-r--r--mwe/gameloop/versions/delayBased.cpp49
1 files changed, 24 insertions, 25 deletions
diff --git a/mwe/gameloop/versions/delayBased.cpp b/mwe/gameloop/versions/delayBased.cpp
index a8cad15..253a03a 100644
--- a/mwe/gameloop/versions/delayBased.cpp
+++ b/mwe/gameloop/versions/delayBased.cpp
@@ -1,57 +1,56 @@
#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::loop(){
- fprintf(stderr,"loop. \n");
- while(gameRunning){
+void LoopManager::loop() {
+ fprintf(stderr, "loop. \n");
+ while (gameRunning) {
//Timer::getInstance().update();
- //deltaTime = Timer::getInstance().getDeltaTime();
+ //deltaTime = Timer::getInstance().getDeltaTime();
processInput();
update();
render();
}
window.destroyWindow();
}
-void LoopManager::setup(){
+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);
+
+ 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){
+void LoopManager::render() {
+ if (gameRunning) {
window.render(objectList);
}
}
void LoopManager::update() {
- LoopTimer& timer = LoopTimer::getInstance();
- timer.enforceFrameRate();
- timer.update();
- float delta= timer.getDeltaTime();
+ 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);
- }
+ for (int i = 0; i < objectList.size(); i++) {
+ objectList[i]->setX(objectList[i]->getX() + 50 * delta);
+ objectList[i]->setY(objectList[i]->getY() + 50 * delta);
+ }
}
-