From ca393b6b47618e48c107ad5c021d86700343648e Mon Sep 17 00:00:00 2001 From: Loek Le Blansch Date: Sat, 21 Sep 2024 15:31:58 +0200 Subject: move gameloop poc to mwe --- gameloop/.vscode/settings.json | 54 -------------------------- gameloop/CMakeLists.txt | 28 -------------- gameloop/imgs/demo.bmp | Bin 7998698 -> 0 bytes gameloop/imgs/demo.jpg | Bin 903706 -> 0 bytes gameloop/include/eventManager.h | 4 -- gameloop/include/gameObject.h | 29 -------------- gameloop/include/loopManager.h | 25 ------------ gameloop/include/timer.h | 30 --------------- gameloop/include/window.h | 20 ---------- gameloop/src/eventManager.cpp | 0 gameloop/src/gameObject.cpp | 58 ---------------------------- gameloop/src/loopManager.cpp | 72 ----------------------------------- gameloop/src/main.cpp | 19 --------- gameloop/src/timer.cpp | 68 --------------------------------- gameloop/src/window.cpp | 60 ----------------------------- gameloop/versions/delayBased.cpp | 57 --------------------------- mwe/gameloop/CMakeLists.txt | 28 ++++++++++++++ mwe/gameloop/imgs/demo.bmp | Bin 0 -> 7998698 bytes mwe/gameloop/imgs/demo.jpg | Bin 0 -> 903706 bytes mwe/gameloop/include/eventManager.h | 4 ++ mwe/gameloop/include/gameObject.h | 29 ++++++++++++++ mwe/gameloop/include/loopManager.h | 25 ++++++++++++ mwe/gameloop/include/timer.h | 30 +++++++++++++++ mwe/gameloop/include/window.h | 20 ++++++++++ mwe/gameloop/src/eventManager.cpp | 0 mwe/gameloop/src/gameObject.cpp | 58 ++++++++++++++++++++++++++++ mwe/gameloop/src/loopManager.cpp | 72 +++++++++++++++++++++++++++++++++++ mwe/gameloop/src/main.cpp | 19 +++++++++ mwe/gameloop/src/timer.cpp | 68 +++++++++++++++++++++++++++++++++ mwe/gameloop/src/window.cpp | 60 +++++++++++++++++++++++++++++ mwe/gameloop/versions/delayBased.cpp | 57 +++++++++++++++++++++++++++ 31 files changed, 470 insertions(+), 524 deletions(-) delete mode 100644 gameloop/.vscode/settings.json delete mode 100644 gameloop/CMakeLists.txt delete mode 100644 gameloop/imgs/demo.bmp delete mode 100644 gameloop/imgs/demo.jpg delete mode 100644 gameloop/include/eventManager.h delete mode 100644 gameloop/include/gameObject.h delete mode 100644 gameloop/include/loopManager.h delete mode 100644 gameloop/include/timer.h delete mode 100644 gameloop/include/window.h delete mode 100644 gameloop/src/eventManager.cpp delete mode 100644 gameloop/src/gameObject.cpp delete mode 100644 gameloop/src/loopManager.cpp delete mode 100644 gameloop/src/main.cpp delete mode 100644 gameloop/src/timer.cpp delete mode 100644 gameloop/src/window.cpp delete mode 100644 gameloop/versions/delayBased.cpp create mode 100644 mwe/gameloop/CMakeLists.txt create mode 100644 mwe/gameloop/imgs/demo.bmp create mode 100644 mwe/gameloop/imgs/demo.jpg create mode 100644 mwe/gameloop/include/eventManager.h create mode 100644 mwe/gameloop/include/gameObject.h create mode 100644 mwe/gameloop/include/loopManager.h create mode 100644 mwe/gameloop/include/timer.h create mode 100644 mwe/gameloop/include/window.h create mode 100644 mwe/gameloop/src/eventManager.cpp create mode 100644 mwe/gameloop/src/gameObject.cpp create mode 100644 mwe/gameloop/src/loopManager.cpp create mode 100644 mwe/gameloop/src/main.cpp create mode 100644 mwe/gameloop/src/timer.cpp create mode 100644 mwe/gameloop/src/window.cpp create mode 100644 mwe/gameloop/versions/delayBased.cpp diff --git a/gameloop/.vscode/settings.json b/gameloop/.vscode/settings.json deleted file mode 100644 index 6cee9cb..0000000 --- a/gameloop/.vscode/settings.json +++ /dev/null @@ -1,54 +0,0 @@ -{ - "files.associations": { - "array": "cpp", - "atomic": "cpp", - "bit": "cpp", - "*.tcc": "cpp", - "cctype": "cpp", - "clocale": "cpp", - "cmath": "cpp", - "compare": "cpp", - "concepts": "cpp", - "cstdarg": "cpp", - "cstddef": "cpp", - "cstdint": "cpp", - "cstdio": "cpp", - "cstdlib": "cpp", - "cwchar": "cpp", - "cwctype": "cpp", - "deque": "cpp", - "list": "cpp", - "map": "cpp", - "string": "cpp", - "unordered_map": "cpp", - "vector": "cpp", - "exception": "cpp", - "algorithm": "cpp", - "functional": "cpp", - "iterator": "cpp", - "memory": "cpp", - "memory_resource": "cpp", - "numeric": "cpp", - "optional": "cpp", - "random": "cpp", - "string_view": "cpp", - "system_error": "cpp", - "tuple": "cpp", - "type_traits": "cpp", - "utility": "cpp", - "initializer_list": "cpp", - "iosfwd": "cpp", - "iostream": "cpp", - "istream": "cpp", - "limits": "cpp", - "new": "cpp", - "numbers": "cpp", - "ostream": "cpp", - "sstream": "cpp", - "stdexcept": "cpp", - "streambuf": "cpp", - "cinttypes": "cpp", - "typeinfo": "cpp", - "valarray": "cpp" - } -} diff --git a/gameloop/CMakeLists.txt b/gameloop/CMakeLists.txt deleted file mode 100644 index 6bc5017..0000000 --- a/gameloop/CMakeLists.txt +++ /dev/null @@ -1,28 +0,0 @@ -cmake_minimum_required(VERSION 3.5) -project(gameloop) - -# Set the C++ standard (optional, but good practice) -set(CMAKE_CXX_STANDARD 11) -set(CMAKE_CXX_STANDARD_REQUIRED True) - -# Find the SDL2 package -find_package(SDL2 REQUIRED) - -# Add your executable -set(SOURCES - src/loopManager - src/window.cpp - src/main.cpp - src/eventManager.cpp - src/gameObject.cpp - src/timer.cpp -) - -add_executable(gameloop ${SOURCES}) - -# Link the SDL2 library to your project -target_link_libraries(gameloop ${SDL2_LIBRARIES}) - -# Include SDL2 header files and project headers -target_include_directories(gameloop PRIVATE ${SDL2_INCLUDE_DIRS}) -target_include_directories(gameloop PRIVATE ${CMAKE_SOURCE_DIR}/include) diff --git a/gameloop/imgs/demo.bmp b/gameloop/imgs/demo.bmp deleted file mode 100644 index 65354fe..0000000 Binary files a/gameloop/imgs/demo.bmp and /dev/null differ diff --git a/gameloop/imgs/demo.jpg b/gameloop/imgs/demo.jpg deleted file mode 100644 index f534e1b..0000000 Binary files a/gameloop/imgs/demo.jpg and /dev/null differ diff --git a/gameloop/include/eventManager.h b/gameloop/include/eventManager.h deleted file mode 100644 index 2aa0a68..0000000 --- a/gameloop/include/eventManager.h +++ /dev/null @@ -1,4 +0,0 @@ -class EventManager -{ - -}; diff --git a/gameloop/include/gameObject.h b/gameloop/include/gameObject.h deleted file mode 100644 index 0e17991..0000000 --- a/gameloop/include/gameObject.h +++ /dev/null @@ -1,29 +0,0 @@ -#pragma once -#include -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); - 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/gameloop/include/loopManager.h b/gameloop/include/loopManager.h deleted file mode 100644 index 06bcd5f..0000000 --- a/gameloop/include/loopManager.h +++ /dev/null @@ -1,25 +0,0 @@ -#pragma once -#include -#include "window.h" -#include "gameObject.h" -class LoopManager{ - public: - LoopManager(); - void setup(); - void loop(); - private: - - std::vector objectList; - void processInput(); - void update(); - void lateUpdate(); - void fixedUpdate(); - void render(); - bool gameRunning = false; - WindowManager window; - int timeScale = 1; - float accumulator = 0.0; - double currentTime; - double t = 0.0; - double dt = 0.01; -}; diff --git a/gameloop/include/timer.h b/gameloop/include/timer.h deleted file mode 100644 index a245e5c..0000000 --- a/gameloop/include/timer.h +++ /dev/null @@ -1,30 +0,0 @@ -#pragma once - -#include - -class LoopTimer { -public: - 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 enforceFrameRate(); - double getLag() const; -private: - LoopTimer(); - int FPS = 50; - double gameScale = 1; - double maximumDeltaTime = 0.25; - double deltaTime; - double frameTargetTime = FPS / 1000; - double fixedDeltaTime = 0.01; - double elapsedTime; - double elapsedFixedTime; - double time; - uint64_t lastFrameTime; -}; diff --git a/gameloop/include/window.h b/gameloop/include/window.h deleted file mode 100644 index cfde0e9..0000000 --- a/gameloop/include/window.h +++ /dev/null @@ -1,20 +0,0 @@ -#pragma once -#include -#include -#include "gameObject.h" -#include -class WindowManager{ - public: - WindowManager(); - virtual ~WindowManager(); - void render(std::vector objects); - bool initWindow(); - void destroyWindow(); - - SDL_Renderer* getRenderer(); - private: - const int SCREEN_WIDTH = 800; - const int SCREEN_HEIGHT = 600; - SDL_Window* window = NULL; - SDL_Renderer* renderer = NULL; -}; diff --git a/gameloop/src/eventManager.cpp b/gameloop/src/eventManager.cpp deleted file mode 100644 index e69de29..0000000 diff --git a/gameloop/src/gameObject.cpp b/gameloop/src/gameObject.cpp deleted file mode 100644 index f637314..0000000 --- a/gameloop/src/gameObject.cpp +++ /dev/null @@ -1,58 +0,0 @@ -#include "gameObject.h" -std::string GameObject::getName() const{ - return name; -} -float GameObject::getX() const{ - return x; -} - -float GameObject::getY() const{ - return y; -} - -float GameObject::getWidth() const{ - return width; -} - -float GameObject::getHeight() const{ - return height; -} - -float GameObject::getVelX() const{ - return velX; -} - -float GameObject::getVelY() const{ - return velY; -} -void GameObject::setName(std::string value){ - name = value; -} -void GameObject::setX(float value){ - x = value; -} - -void GameObject::setY(float value){ - y = value; -} - -void GameObject::setWidth(float value){ - width = value; -} - -void GameObject::setHeight(float value){ - height = value; -} - -void GameObject::setVelX(float value){ - velX = value; -} - -void GameObject::setVelY(float value){ - velY = value; -} - -GameObject::GameObject(std::string name, float x, float y, float width, float height, float velX, float velY) - : name(name),x(x), y(y), width(width), height(height), velX(velX), velY(velY) { - - } diff --git a/gameloop/src/loopManager.cpp b/gameloop/src/loopManager.cpp deleted file mode 100644 index f7ce886..0000000 --- a/gameloop/src/loopManager.cpp +++ /dev/null @@ -1,72 +0,0 @@ -#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::fixedUpdate(){ - fprintf(stderr,"fixed update\n"); -} -void LoopManager::loop() { - LoopTimer& timer = LoopTimer::getInstance(); - timer.start(); - - while (gameRunning) { - timer.update(); - - while (timer.getLag() >= timer.getFixedDeltaTime()) { - processInput(); - fixedUpdate(); - timer.advanceFixedUpdate(); - } - - update(); - render(); - - timer.enforceFrameRate(); - } - - window.destroyWindow(); -} - -void LoopManager::setup(){ - gameRunning = window.initWindow(); - LoopTimer::getInstance().start(); - LoopTimer::getInstance().setFPS(50); - - for(int i = 0; i < 2;i++){ - GameObject* square = new GameObject("square2",i*40,i*40,20,20,0,0); - objectList.push_back(square); - } -} -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++) { - objectList[i]->setX(objectList[i]->getX() + 50 * delta); - objectList[i]->setY(objectList[i]->getY() + 50 * delta); - } -} - diff --git a/gameloop/src/main.cpp b/gameloop/src/main.cpp deleted file mode 100644 index 2333e63..0000000 --- a/gameloop/src/main.cpp +++ /dev/null @@ -1,19 +0,0 @@ -//Using SDL and standard IO -#include -#include -//#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; - gameLoop.setup(); - gameLoop.loop(); - - return 0; -} diff --git a/gameloop/src/timer.cpp b/gameloop/src/timer.cpp deleted file mode 100644 index 1e3045f..0000000 --- a/gameloop/src/timer.cpp +++ /dev/null @@ -1,68 +0,0 @@ -#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; - elapsedFixedTime = 0; - deltaTime = 0; -} - -// Update the timer, calculate deltaTime -void LoopTimer::update() { - uint64_t currentFrameTime = SDL_GetTicks64(); - deltaTime = (currentFrameTime - lastFrameTime) / 1000.0; // Convert to seconds - - if (deltaTime > maximumDeltaTime) { - deltaTime = maximumDeltaTime; - } - - elapsedTime += deltaTime; - lastFrameTime = currentFrameTime; -} - -double LoopTimer::getDeltaTime() const { - return deltaTime; -} -int LoopTimer::getCurrentTime() const { - return SDL_GetTicks(); -} - -void LoopTimer::advanceFixedUpdate() { - elapsedFixedTime += fixedDeltaTime; -} - -double LoopTimer::getFixedDeltaTime() const { - return fixedDeltaTime; -} - -void LoopTimer::setFPS(int FPS) { - this->FPS = FPS; - frameTargetTime = 1.0 / FPS; -} - -int LoopTimer::getFPS() const { - return FPS; -} - -void LoopTimer::enforceFrameRate() { - 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; -} diff --git a/gameloop/src/window.cpp b/gameloop/src/window.cpp deleted file mode 100644 index f998a79..0000000 --- a/gameloop/src/window.cpp +++ /dev/null @@ -1,60 +0,0 @@ -#include "window.h" -WindowManager::WindowManager(){ - if( !initWindow() ) - { - printf( "Failed to initialize!\n" ); - } -} -WindowManager::~WindowManager(){ - destroyWindow(); -} -SDL_Renderer* WindowManager::getRenderer(){ - return renderer; -} - -void WindowManager::render(std::vector objects){ - // Set the draw color to black and clear the screen - SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); - SDL_RenderClear(renderer); - - // Print object position (optional for debugging) - //fprintf(stderr, "%d\n", objectList.size()); - for(int i = 0; i < objects.size();i++){ - //fprintf(stderr, "%f\n", objectList[i]->getX()); - // Create a rectangle representing the ball - SDL_Rect ball_rect = { - (int)objects[i]->getX(), - (int)objects[i]->getY(), - (int)objects[i]->getWidth(), - (int)objects[i]->getHeight(), - }; - // Set the draw color to white and render the ball - SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); - SDL_RenderFillRect(renderer, &ball_rect); - } - - SDL_RenderPresent(renderer); -} - -bool WindowManager::initWindow(){ - if(SDL_Init(SDL_INIT_EVERYTHING) != 0){ - fprintf(stderr,"Error inititalising SDL.\n"); - return false; - } - window = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN ); - if(!window){ - fprintf(stderr,"Error creating SDL Window. \n"); - return false; - } - renderer = SDL_CreateRenderer(window,-1,0); - if(!renderer){ - fprintf(stderr,"Error creating SDL renderer. \n"); - return false; - } - return true; -} -void WindowManager::destroyWindow(){ - SDL_DestroyRenderer(renderer); - SDL_DestroyWindow(window); - SDL_Quit(); -} diff --git a/gameloop/versions/delayBased.cpp b/gameloop/versions/delayBased.cpp deleted file mode 100644 index a8cad15..0000000 --- a/gameloop/versions/delayBased.cpp +++ /dev/null @@ -1,57 +0,0 @@ -#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); - } -} - diff --git a/mwe/gameloop/CMakeLists.txt b/mwe/gameloop/CMakeLists.txt new file mode 100644 index 0000000..6bc5017 --- /dev/null +++ b/mwe/gameloop/CMakeLists.txt @@ -0,0 +1,28 @@ +cmake_minimum_required(VERSION 3.5) +project(gameloop) + +# Set the C++ standard (optional, but good practice) +set(CMAKE_CXX_STANDARD 11) +set(CMAKE_CXX_STANDARD_REQUIRED True) + +# Find the SDL2 package +find_package(SDL2 REQUIRED) + +# Add your executable +set(SOURCES + src/loopManager + src/window.cpp + src/main.cpp + src/eventManager.cpp + src/gameObject.cpp + src/timer.cpp +) + +add_executable(gameloop ${SOURCES}) + +# Link the SDL2 library to your project +target_link_libraries(gameloop ${SDL2_LIBRARIES}) + +# Include SDL2 header files and project headers +target_include_directories(gameloop PRIVATE ${SDL2_INCLUDE_DIRS}) +target_include_directories(gameloop PRIVATE ${CMAKE_SOURCE_DIR}/include) diff --git a/mwe/gameloop/imgs/demo.bmp b/mwe/gameloop/imgs/demo.bmp new file mode 100644 index 0000000..65354fe Binary files /dev/null and b/mwe/gameloop/imgs/demo.bmp differ diff --git a/mwe/gameloop/imgs/demo.jpg b/mwe/gameloop/imgs/demo.jpg new file mode 100644 index 0000000..f534e1b Binary files /dev/null and b/mwe/gameloop/imgs/demo.jpg differ diff --git a/mwe/gameloop/include/eventManager.h b/mwe/gameloop/include/eventManager.h new file mode 100644 index 0000000..2aa0a68 --- /dev/null +++ b/mwe/gameloop/include/eventManager.h @@ -0,0 +1,4 @@ +class EventManager +{ + +}; diff --git a/mwe/gameloop/include/gameObject.h b/mwe/gameloop/include/gameObject.h new file mode 100644 index 0000000..0e17991 --- /dev/null +++ b/mwe/gameloop/include/gameObject.h @@ -0,0 +1,29 @@ +#pragma once +#include +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); + 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/loopManager.h b/mwe/gameloop/include/loopManager.h new file mode 100644 index 0000000..06bcd5f --- /dev/null +++ b/mwe/gameloop/include/loopManager.h @@ -0,0 +1,25 @@ +#pragma once +#include +#include "window.h" +#include "gameObject.h" +class LoopManager{ + public: + LoopManager(); + void setup(); + void loop(); + private: + + std::vector objectList; + void processInput(); + void update(); + void lateUpdate(); + void fixedUpdate(); + void render(); + bool gameRunning = false; + WindowManager window; + int timeScale = 1; + float accumulator = 0.0; + double currentTime; + double t = 0.0; + double dt = 0.01; +}; diff --git a/mwe/gameloop/include/timer.h b/mwe/gameloop/include/timer.h new file mode 100644 index 0000000..a245e5c --- /dev/null +++ b/mwe/gameloop/include/timer.h @@ -0,0 +1,30 @@ +#pragma once + +#include + +class LoopTimer { +public: + 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 enforceFrameRate(); + double getLag() const; +private: + LoopTimer(); + int FPS = 50; + double gameScale = 1; + double maximumDeltaTime = 0.25; + double deltaTime; + double frameTargetTime = FPS / 1000; + double fixedDeltaTime = 0.01; + double elapsedTime; + double elapsedFixedTime; + double time; + uint64_t lastFrameTime; +}; diff --git a/mwe/gameloop/include/window.h b/mwe/gameloop/include/window.h new file mode 100644 index 0000000..cfde0e9 --- /dev/null +++ b/mwe/gameloop/include/window.h @@ -0,0 +1,20 @@ +#pragma once +#include +#include +#include "gameObject.h" +#include +class WindowManager{ + public: + WindowManager(); + virtual ~WindowManager(); + void render(std::vector objects); + bool initWindow(); + void destroyWindow(); + + SDL_Renderer* getRenderer(); + private: + const int SCREEN_WIDTH = 800; + const int SCREEN_HEIGHT = 600; + SDL_Window* window = NULL; + SDL_Renderer* renderer = NULL; +}; diff --git a/mwe/gameloop/src/eventManager.cpp b/mwe/gameloop/src/eventManager.cpp new file mode 100644 index 0000000..e69de29 diff --git a/mwe/gameloop/src/gameObject.cpp b/mwe/gameloop/src/gameObject.cpp new file mode 100644 index 0000000..f637314 --- /dev/null +++ b/mwe/gameloop/src/gameObject.cpp @@ -0,0 +1,58 @@ +#include "gameObject.h" +std::string GameObject::getName() const{ + return name; +} +float GameObject::getX() const{ + return x; +} + +float GameObject::getY() const{ + return y; +} + +float GameObject::getWidth() const{ + return width; +} + +float GameObject::getHeight() const{ + return height; +} + +float GameObject::getVelX() const{ + return velX; +} + +float GameObject::getVelY() const{ + return velY; +} +void GameObject::setName(std::string value){ + name = value; +} +void GameObject::setX(float value){ + x = value; +} + +void GameObject::setY(float value){ + y = value; +} + +void GameObject::setWidth(float value){ + width = value; +} + +void GameObject::setHeight(float value){ + height = value; +} + +void GameObject::setVelX(float value){ + velX = value; +} + +void GameObject::setVelY(float value){ + velY = value; +} + +GameObject::GameObject(std::string name, float x, float y, float width, float height, float velX, float velY) + : name(name),x(x), y(y), width(width), height(height), velX(velX), velY(velY) { + + } diff --git a/mwe/gameloop/src/loopManager.cpp b/mwe/gameloop/src/loopManager.cpp new file mode 100644 index 0000000..f7ce886 --- /dev/null +++ b/mwe/gameloop/src/loopManager.cpp @@ -0,0 +1,72 @@ +#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::fixedUpdate(){ + fprintf(stderr,"fixed update\n"); +} +void LoopManager::loop() { + LoopTimer& timer = LoopTimer::getInstance(); + timer.start(); + + while (gameRunning) { + timer.update(); + + while (timer.getLag() >= timer.getFixedDeltaTime()) { + processInput(); + fixedUpdate(); + timer.advanceFixedUpdate(); + } + + update(); + render(); + + timer.enforceFrameRate(); + } + + window.destroyWindow(); +} + +void LoopManager::setup(){ + gameRunning = window.initWindow(); + LoopTimer::getInstance().start(); + LoopTimer::getInstance().setFPS(50); + + for(int i = 0; i < 2;i++){ + GameObject* square = new GameObject("square2",i*40,i*40,20,20,0,0); + objectList.push_back(square); + } +} +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++) { + objectList[i]->setX(objectList[i]->getX() + 50 * delta); + objectList[i]->setY(objectList[i]->getY() + 50 * delta); + } +} + diff --git a/mwe/gameloop/src/main.cpp b/mwe/gameloop/src/main.cpp new file mode 100644 index 0000000..2333e63 --- /dev/null +++ b/mwe/gameloop/src/main.cpp @@ -0,0 +1,19 @@ +//Using SDL and standard IO +#include +#include +//#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; + gameLoop.setup(); + gameLoop.loop(); + + return 0; +} diff --git a/mwe/gameloop/src/timer.cpp b/mwe/gameloop/src/timer.cpp new file mode 100644 index 0000000..1e3045f --- /dev/null +++ b/mwe/gameloop/src/timer.cpp @@ -0,0 +1,68 @@ +#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; + elapsedFixedTime = 0; + deltaTime = 0; +} + +// Update the timer, calculate deltaTime +void LoopTimer::update() { + uint64_t currentFrameTime = SDL_GetTicks64(); + deltaTime = (currentFrameTime - lastFrameTime) / 1000.0; // Convert to seconds + + if (deltaTime > maximumDeltaTime) { + deltaTime = maximumDeltaTime; + } + + elapsedTime += deltaTime; + lastFrameTime = currentFrameTime; +} + +double LoopTimer::getDeltaTime() const { + return deltaTime; +} +int LoopTimer::getCurrentTime() const { + return SDL_GetTicks(); +} + +void LoopTimer::advanceFixedUpdate() { + elapsedFixedTime += fixedDeltaTime; +} + +double LoopTimer::getFixedDeltaTime() const { + return fixedDeltaTime; +} + +void LoopTimer::setFPS(int FPS) { + this->FPS = FPS; + frameTargetTime = 1.0 / FPS; +} + +int LoopTimer::getFPS() const { + return FPS; +} + +void LoopTimer::enforceFrameRate() { + 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; +} diff --git a/mwe/gameloop/src/window.cpp b/mwe/gameloop/src/window.cpp new file mode 100644 index 0000000..f998a79 --- /dev/null +++ b/mwe/gameloop/src/window.cpp @@ -0,0 +1,60 @@ +#include "window.h" +WindowManager::WindowManager(){ + if( !initWindow() ) + { + printf( "Failed to initialize!\n" ); + } +} +WindowManager::~WindowManager(){ + destroyWindow(); +} +SDL_Renderer* WindowManager::getRenderer(){ + return renderer; +} + +void WindowManager::render(std::vector objects){ + // Set the draw color to black and clear the screen + SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); + SDL_RenderClear(renderer); + + // Print object position (optional for debugging) + //fprintf(stderr, "%d\n", objectList.size()); + for(int i = 0; i < objects.size();i++){ + //fprintf(stderr, "%f\n", objectList[i]->getX()); + // Create a rectangle representing the ball + SDL_Rect ball_rect = { + (int)objects[i]->getX(), + (int)objects[i]->getY(), + (int)objects[i]->getWidth(), + (int)objects[i]->getHeight(), + }; + // Set the draw color to white and render the ball + SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); + SDL_RenderFillRect(renderer, &ball_rect); + } + + SDL_RenderPresent(renderer); +} + +bool WindowManager::initWindow(){ + if(SDL_Init(SDL_INIT_EVERYTHING) != 0){ + fprintf(stderr,"Error inititalising SDL.\n"); + return false; + } + window = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN ); + if(!window){ + fprintf(stderr,"Error creating SDL Window. \n"); + return false; + } + renderer = SDL_CreateRenderer(window,-1,0); + if(!renderer){ + fprintf(stderr,"Error creating SDL renderer. \n"); + return false; + } + return true; +} +void WindowManager::destroyWindow(){ + SDL_DestroyRenderer(renderer); + SDL_DestroyWindow(window); + SDL_Quit(); +} 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); + } +} + -- cgit v1.2.3