diff options
Diffstat (limited to 'src/crepe/api')
-rw-r--r-- | src/crepe/api/Config.h | 2 | ||||
-rw-r--r-- | src/crepe/api/LoopTimer.h | 145 | ||||
-rw-r--r-- | src/crepe/api/Rigidbody.h | 2 |
3 files changed, 147 insertions, 2 deletions
diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 6472270..cd27343 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -53,7 +53,7 @@ struct Config final { * * Gravity value of game. */ - double gravity = 1; + float gravity = 1; } physics; //! default window settings diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h new file mode 100644 index 0000000..8d0b2f9 --- /dev/null +++ b/src/crepe/api/LoopTimer.h @@ -0,0 +1,145 @@ +#pragma once + +#include <chrono> + +namespace crepe { + +class LoopTimer { +public: + /** + * \brief Get the singleton instance of LoopTimer. + * + * \return A reference to the LoopTimer instance. + */ + static LoopTimer & get_instance(); + + /** + * \brief Get the current delta time for the current frame. + * + * \return Delta time in seconds since the last frame. + */ + double get_delta_time() const; + + /** + * \brief Get the current game time. + * + * \note The current game time may vary from real-world elapsed time. It is the cumulative + * sum of each frame's delta time. + * + * \return Elapsed game time in seconds. + */ + double get_current_time() const; + + /** + * \brief Set the target frames per second (FPS). + * + * \param fps The desired frames rendered per second. + */ + void set_fps(int fps); + + /** + * \brief Get the current frames per second (FPS). + * + * \return Current FPS. + */ + int get_fps() const; + + /** + * \brief Get the current game scale. + * + * \return The current game scale, where 0 = paused, 1 = normal speed, and values > 1 speed + * up the game. + */ + double get_game_scale() const; + + /** + * \brief Set the game scale. + * + * \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up). + */ + void set_game_scale(double game_scale); + + /** + * \brief Get the fixed delta time for consistent updates. + * + * Fixed delta time is used for operations that require uniform time steps, such as physics + * calculations. + * + * \return Fixed delta time in seconds. + */ + double get_fixed_delta_time() const; + +private: + friend class LoopManager; + + /** + * \brief Start the loop timer. + * + * Initializes the timer to begin tracking frame times. + */ + void start(); + + /** + * \brief Enforce the frame rate limit. + * + * Ensures that the game loop does not exceed the target FPS by delaying frame updates as + * necessary. + */ + void enforce_frame_rate(); + + + /** + * \brief Get the accumulated lag in the game loop. + * + * Lag represents the difference between the target frame time and the actual frame time, + * useful for managing fixed update intervals. + * + * \return Accumulated lag in seconds. + */ + double get_lag() const; + + /** + * \brief Construct a new LoopTimer object. + * + * Private constructor for singleton pattern to restrict instantiation outside the class. + */ + LoopTimer(); + + /** + * \brief Update the timer to the current frame. + * + * Calculates and updates the delta time for the current frame and adds it to the cumulative + * game time. + */ + void update(); + + /** + * \brief Advance the game loop by a fixed update interval. + * + * This method progresses the game state by a consistent, fixed time step, allowing for + * stable updates independent of frame rate fluctuations. + */ + void advance_fixed_update(); + +private: + //! Current frames per second + int fps = 50; + //! Current game scale + double game_scale = 1; + //! Maximum delta time in seconds to avoid large jumps + std::chrono::duration<double> maximum_delta_time{0.25}; + //! Delta time for the current frame in seconds + std::chrono::duration<double> delta_time{0.0}; + //! Target time per frame in seconds + std::chrono::duration<double> frame_target_time = std::chrono::duration<double>(1.0) / fps; + //! Fixed delta time for fixed updates in seconds + std::chrono::duration<double> fixed_delta_time = std::chrono::duration<double>(1.0) / 50.0; + //! Total elapsed game time in seconds + std::chrono::duration<double> elapsed_time{0.0}; + //! Total elapsed time for fixed updates in seconds + std::chrono::duration<double> elapsed_fixed_time{0.0}; + //! Time of the last frame + std::chrono::steady_clock::time_point last_frame_time; +}; + +} // namespace crepe diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 40c6bf1..f641fff 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -79,7 +79,7 @@ public: //! Linear velocity of the object (speed and direction). vec2 linear_velocity; //! Maximum linear velocity of the object. This limits the object's speed. - vec2 max_linear_velocity = {INFINITY, INFINITY}; + float max_linear_velocity = INFINITY; //! Linear velocity coefficient. This scales the object's velocity for adjustment or damping. vec2 linear_velocity_coefficient = {1, 1}; //! \} |