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-rw-r--r--mwe/audio/soloud/main.cpp3
-rw-r--r--mwe/dynlink/exec/CMakeLists.txt10
-rw-r--r--mwe/dynlink/exec/main.c2
-rw-r--r--mwe/dynlink/lib/CMakeLists.txt16
-rw-r--r--mwe/dynlink/lib/test.c (renamed from mwe/dynlink/lib/lib.c)0
-rw-r--r--mwe/dynlink/lib/test.h (renamed from mwe/dynlink/lib/lib.h)0
-rw-r--r--mwe/gameloop/include/gameObject.h1
-rw-r--r--mwe/gameloop/include/timer.h2
-rw-r--r--mwe/gameloop/src/loopManager.cpp34
-rw-r--r--mwe/gameloop/src/main.cpp3
-rw-r--r--mwe/gameloop/src/timer.cpp13
11 files changed, 60 insertions, 24 deletions
diff --git a/mwe/audio/soloud/main.cpp b/mwe/audio/soloud/main.cpp
index 25ba003..50df0b7 100644
--- a/mwe/audio/soloud/main.cpp
+++ b/mwe/audio/soloud/main.cpp
@@ -38,8 +38,7 @@ int main() {
this_thread::sleep_for(500ms);
// play all samples simultaniously
- for (unsigned i = 0; i < 3; i++)
- soloud.play(sfx[i]);
+ for (unsigned i = 0; i < 3; i++) soloud.play(sfx[i]);
this_thread::sleep_for(1000ms);
// stop all audio and exit
diff --git a/mwe/dynlink/exec/CMakeLists.txt b/mwe/dynlink/exec/CMakeLists.txt
index 5335f0f..465b45e 100644
--- a/mwe/dynlink/exec/CMakeLists.txt
+++ b/mwe/dynlink/exec/CMakeLists.txt
@@ -5,12 +5,20 @@ set(CMAKE_CXX_STANDARD 20)
project(main C CXX)
+add_executable(main main.c)
+
# Since we have the source code for the test library, we might as well let
# CMake use it so it automatically picks up the interface headers and compiles
# the library for us. The same can be achieved manually, but is more code.
add_subdirectory(../lib test)
-add_executable(main main.c)
+# include(ExternalProject)
+# ExternalProject_Add(test_ext
+# SOURCE_DIR ../../lib
+# CMAKE_ARGS -DCMAKE_INSTALL_PREFIX="${CMAKE_BINARY_DIR}/ext"
+# )
+# add_dependencies(main test_ext)
+# find_package(test REQUIRED)
# Make sure ld.so (linux) looks in the same folder as the final executable for
# the .so dependency
diff --git a/mwe/dynlink/exec/main.c b/mwe/dynlink/exec/main.c
index 2bbdc20..ff884f2 100644
--- a/mwe/dynlink/exec/main.c
+++ b/mwe/dynlink/exec/main.c
@@ -1,4 +1,4 @@
-#include <lib.h>
+#include <test.h>
int main() {
library_function();
diff --git a/mwe/dynlink/lib/CMakeLists.txt b/mwe/dynlink/lib/CMakeLists.txt
index 2d15353..7efc91a 100644
--- a/mwe/dynlink/lib/CMakeLists.txt
+++ b/mwe/dynlink/lib/CMakeLists.txt
@@ -5,6 +5,20 @@ set(CMAKE_CXX_STANDARD 20)
project(lib C CXX)
-add_library(test SHARED lib.c)
+add_library(test SHARED)
+
target_include_directories(test SYSTEM INTERFACE .)
+target_sources(test PUBLIC
+ test.c
+)
+
+target_sources(test PUBLIC FILE_SET HEADERS FILES
+ test.h
+)
+
+install(
+ TARGETS test
+ FILE_SET HEADERS DESTINATION include
+)
+
diff --git a/mwe/dynlink/lib/lib.c b/mwe/dynlink/lib/test.c
index c7a78e4..c7a78e4 100644
--- a/mwe/dynlink/lib/lib.c
+++ b/mwe/dynlink/lib/test.c
diff --git a/mwe/dynlink/lib/lib.h b/mwe/dynlink/lib/test.h
index 093eadb..093eadb 100644
--- a/mwe/dynlink/lib/lib.h
+++ b/mwe/dynlink/lib/test.h
diff --git a/mwe/gameloop/include/gameObject.h b/mwe/gameloop/include/gameObject.h
index 69f4d52..abdc9b0 100644
--- a/mwe/gameloop/include/gameObject.h
+++ b/mwe/gameloop/include/gameObject.h
@@ -19,6 +19,7 @@ public:
void setHeight(float value);
void setVelX(float value);
void setVelY(float value);
+ int direction;
private:
std::string name = "";
diff --git a/mwe/gameloop/include/timer.h b/mwe/gameloop/include/timer.h
index 22383b2..8273746 100644
--- a/mwe/gameloop/include/timer.h
+++ b/mwe/gameloop/include/timer.h
@@ -13,6 +13,8 @@ public:
double getFixedDeltaTime() const;
void setFPS(int FPS);
int getFPS() const;
+ double getGameScale();
+ void setGameScale(double);
void enforceFrameRate();
double getLag() const;
diff --git a/mwe/gameloop/src/loopManager.cpp b/mwe/gameloop/src/loopManager.cpp
index cb532cc..0392853 100644
--- a/mwe/gameloop/src/loopManager.cpp
+++ b/mwe/gameloop/src/loopManager.cpp
@@ -11,7 +11,14 @@ void LoopManager::processInput() {
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;
}
}
@@ -41,11 +48,11 @@ void LoopManager::loop() {
void LoopManager::setup() {
gameRunning = window.initWindow();
LoopTimer::getInstance().start();
- LoopTimer::getInstance().setFPS(50);
+ LoopTimer::getInstance().setFPS(500);
- for (int i = 0; i < 2; i++) {
+ for (int i = 1; i < 3; i++) {
GameObject * square
- = new GameObject("square2", i * 40, i * 40, 20, 20, 0, 0);
+ = new GameObject("square2", i * 60, i * 60, 20, 20, 0, 0);
objectList.push_back(square);
}
}
@@ -57,13 +64,26 @@ void LoopManager::render() {
}
void LoopManager::update() {
- fprintf(stderr, "**********normal update********** \n");
+ fprintf(stderr, "********** normal update ********** \n");
LoopTimer & timer = LoopTimer::getInstance();
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);
+ 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
index 889a30a..c0f216a 100644
--- a/mwe/gameloop/src/main.cpp
+++ b/mwe/gameloop/src/main.cpp
@@ -4,9 +4,6 @@
//#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..97baef6 100644
--- a/mwe/gameloop/src/timer.cpp
+++ b/mwe/gameloop/src/timer.cpp
@@ -1,15 +1,11 @@
#include "timer.h"
-
-// Constructor (private)
LoopTimer::LoopTimer() {}
-// Get the singleton instance of the timer
LoopTimer & LoopTimer::getInstance() {
static LoopTimer instance;
return instance;
}
-// Start the timer (initialize frame time)
void LoopTimer::start() {
lastFrameTime = SDL_GetTicks64();
elapsedTime = 0;
@@ -17,16 +13,14 @@ void LoopTimer::start() {
deltaTime = 0;
}
-// Update the timer, calculate deltaTime
void LoopTimer::update() {
uint64_t currentFrameTime = SDL_GetTicks64();
- deltaTime
- = (currentFrameTime - lastFrameTime) / 1000.0; // Convert to seconds
+ deltaTime = (currentFrameTime - lastFrameTime) / 1000.0;
if (deltaTime > maximumDeltaTime) {
deltaTime = maximumDeltaTime;
}
-
+ deltaTime *= gameScale;
elapsedTime += deltaTime;
lastFrameTime = currentFrameTime;
}
@@ -44,7 +38,8 @@ void LoopTimer::setFPS(int 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;