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-rw-r--r--mwe/audio/soloud/main.cpp3
-rw-r--r--mwe/gameloop/include/gameObject.h54
-rw-r--r--mwe/gameloop/include/timer.h29
-rw-r--r--mwe/gameloop/src/loopManager.cpp113
-rw-r--r--mwe/gameloop/src/main.cpp1
-rw-r--r--mwe/gameloop/src/timer.cpp79
6 files changed, 131 insertions, 148 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/gameloop/include/gameObject.h b/mwe/gameloop/include/gameObject.h
index fc7d026..abdc9b0 100644
--- a/mwe/gameloop/include/gameObject.h
+++ b/mwe/gameloop/include/gameObject.h
@@ -1,30 +1,32 @@
#pragma once
#include <iostream>
class GameObject {
- public:
- GameObject();
- GameObject(std::string name, float x, float y, float width, float height, float velX, float velY);
- std::string getName() const;
- float getX() const;
- float getY() const;
- float getWidth() const;
- float getHeight() const;
- float getVelX() const;
- float getVelY() const;
- void setName(std::string value);
- void setX(float value);
- void setY(float value);
- void setWidth(float value);
- void setHeight(float value);
- void setVelX(float value);
- void setVelY(float value);
- int direction;
- private:
- std::string name = "";
- float x = 0;
- float y = 0;
- float width = 0;
- float height = 0;
- float velX = 0;
- float velY = 0;
+public:
+ GameObject();
+ GameObject(std::string name, float x, float y, float width, float height,
+ float velX, float velY);
+ std::string getName() const;
+ float getX() const;
+ float getY() const;
+ float getWidth() const;
+ float getHeight() const;
+ float getVelX() const;
+ float getVelY() const;
+ void setName(std::string value);
+ void setX(float value);
+ void setY(float value);
+ void setWidth(float value);
+ void setHeight(float value);
+ void setVelX(float value);
+ void setVelY(float value);
+ int direction;
+
+private:
+ std::string name = "";
+ float x = 0;
+ float y = 0;
+ float width = 0;
+ float height = 0;
+ float velX = 0;
+ float velY = 0;
};
diff --git a/mwe/gameloop/include/timer.h b/mwe/gameloop/include/timer.h
index ca1e5f3..8273746 100644
--- a/mwe/gameloop/include/timer.h
+++ b/mwe/gameloop/include/timer.h
@@ -4,29 +4,30 @@
class LoopTimer {
public:
- static LoopTimer& getInstance();
- void start();
- void update();
- double getDeltaTime() const;
- int getCurrentTime() const;
+ static LoopTimer & getInstance();
+ void start();
+ void update();
+ double getDeltaTime() const;
+ int getCurrentTime() const;
void advanceFixedUpdate();
double getFixedDeltaTime() const;
- void setFPS(int FPS);
- int getFPS() const;
+ void setFPS(int FPS);
+ int getFPS() const;
double getGameScale();
void setGameScale(double);
- void enforceFrameRate();
+ void enforceFrameRate();
double getLag() const;
+
private:
- LoopTimer();
+ LoopTimer();
int FPS = 50;
double gameScale = 1;
double maximumDeltaTime = 0.25;
- double deltaTime;
+ double deltaTime;
double frameTargetTime = FPS / 1000;
- double fixedDeltaTime = 0.01;
- double elapsedTime;
- double elapsedFixedTime;
+ double fixedDeltaTime = 0.01;
+ double elapsedTime;
+ double elapsedFixedTime;
double time;
- uint64_t lastFrameTime;
+ uint64_t lastFrameTime;
};
diff --git a/mwe/gameloop/src/loopManager.cpp b/mwe/gameloop/src/loopManager.cpp
index dde3cef..0392853 100644
--- a/mwe/gameloop/src/loopManager.cpp
+++ b/mwe/gameloop/src/loopManager.cpp
@@ -1,92 +1,89 @@
#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);
+ } 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(500);
-
- for(int i = 1; i < 3;i++){
- GameObject* square = new GameObject("square2",i*60,i*60,20,20,0,0);
+
+ 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();
-
- 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);
- }
-
+ fprintf(stderr, "********** normal update ********** \n");
+ LoopTimer & timer = LoopTimer::getInstance();
- 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
- }
- }
-}
+ 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);
+ }
+ 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 9f407c4..c0f216a 100644
--- a/mwe/gameloop/src/main.cpp
+++ b/mwe/gameloop/src/main.cpp
@@ -5,7 +5,6 @@
#include "loopManager.h"
#include "timer.h"
-
int main(int argc, char * args[]) {
LoopManager gameLoop;
gameLoop.setup();
diff --git a/mwe/gameloop/src/timer.cpp b/mwe/gameloop/src/timer.cpp
index 03fb9eb..97baef6 100644
--- a/mwe/gameloop/src/timer.cpp
+++ b/mwe/gameloop/src/timer.cpp
@@ -1,68 +1,53 @@
#include "timer.h"
-LoopTimer::LoopTimer(){}
+LoopTimer::LoopTimer() {}
-LoopTimer& LoopTimer::getInstance() {
- static LoopTimer instance;
- return instance;
+LoopTimer & LoopTimer::getInstance() {
+ static LoopTimer instance;
+ return instance;
}
void LoopTimer::start() {
- lastFrameTime = SDL_GetTicks64();
- elapsedTime = 0;
- elapsedFixedTime = 0;
- deltaTime = 0;
+ lastFrameTime = SDL_GetTicks64();
+ elapsedTime = 0;
+ elapsedFixedTime = 0;
+ deltaTime = 0;
}
void LoopTimer::update() {
- uint64_t currentFrameTime = SDL_GetTicks64();
- deltaTime = (currentFrameTime - lastFrameTime) / 1000.0;
+ uint64_t currentFrameTime = SDL_GetTicks64();
+ deltaTime = (currentFrameTime - lastFrameTime) / 1000.0;
- if (deltaTime > maximumDeltaTime) {
- deltaTime = maximumDeltaTime;
- }
+ if (deltaTime > maximumDeltaTime) {
+ deltaTime = maximumDeltaTime;
+ }
deltaTime *= gameScale;
- 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;
-}
-void LoopTimer::setGameScale(double value){
- gameScale = value;
-};
-double LoopTimer::getGameScale(){
- return gameScale;
-}
+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);
- }
-}
-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; }