From 436b0db58c7533b286ecd3ec3d3c71311e71cf9c Mon Sep 17 00:00:00 2001 From: JAROWMR Date: Wed, 11 Dec 2024 20:21:55 +0100 Subject: added fixed update --- src/crepe/api/Rigidbody.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/crepe/api') diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index f641fff..b08c8db 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -53,7 +53,7 @@ public: */ struct Data { //! objects mass - float mass = 0.0; + float mass = 1; /** * \brief Gravity scale factor. * -- cgit v1.2.3 From 4c64dbc5c4ac44ef7dfe8a950ee67f96e6f99991 Mon Sep 17 00:00:00 2001 From: JAROWMR Date: Thu, 12 Dec 2024 14:49:58 +0100 Subject: fixed game --- src/crepe/api/Config.h | 2 +- src/example/game.cpp | 44 +++++++++++++++++++++++--------------------- 2 files changed, 24 insertions(+), 22 deletions(-) (limited to 'src/crepe/api') diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index cd27343..ca2d3f1 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -53,7 +53,7 @@ struct Config final { * * Gravity value of game. */ - float gravity = 1; + float gravity = 10; } physics; //! default window settings diff --git a/src/example/game.cpp b/src/example/game.cpp index 4239c15..5c8d749 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -2,6 +2,7 @@ #include "api/Scene.h" #include "manager/ComponentManager.h" #include "manager/Mediator.h" +#include "types.h" #include #include #include @@ -11,7 +12,6 @@ #include #include #include -#include #include #include @@ -183,16 +183,16 @@ public: vec2{world_collider, world_collider}); // Left world.add_component(vec2{screen_size_width / 2 + world_collider / 2, 0}, vec2{world_collider, world_collider}); // right - world.add_component( - Color::WHITE, - ivec2{static_cast(screen_size_width), static_cast(screen_size_height)}, - vec2{screen_size_width, screen_size_height}, 1.0f); + world.add_component(ivec2{static_cast(screen_size_width),static_cast(screen_size_height)},vec2{screen_size_width,screen_size_height},Camera::Data{ + .bg_color = Color::WHITE, + .zoom = 1, + }); GameObject game_object1 = mgr.new_object( "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); game_object1.add_component(Rigidbody::Data{ .mass = 1, - .gravity_scale = 0, + .gravity_scale = 1, .body_type = Rigidbody::BodyType::DYNAMIC, .linear_velocity = {0, 0}, .constraints = {0, 0, 0}, @@ -203,17 +203,19 @@ public: // add box with boxcollider game_object1.add_component(vec2{0, 0}, vec2{20, 20}); game_object1.add_component().set_script(); - auto img1 = Texture("asset/texture/square.png"); - game_object1.add_component(img1, color, Sprite::FlipSettings{false, false}, 1, - 1, 20); + + Asset img1{"asset/texture/square.png"}; + game_object1.add_component(img1,Sprite::Data{ + .size = {20,20}, + }); //add circle with cirlcecollider deactiveated game_object1.add_component(vec2{0, 0}, 10).active = false; - auto img2 = Texture("asset/texture/circle.png"); + Asset img2{"asset/texture/circle.png"}; game_object1 - .add_component(img2, color, Sprite::FlipSettings{false, false}, 1, 1, 20) - .active - = false; + .add_component(img2,Sprite::Data{ + .size = {20,20}, + }).active = false; GameObject game_object2 = mgr.new_object( "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1); @@ -230,17 +232,17 @@ public: // add box with boxcollider game_object2.add_component(vec2{0, 0}, vec2{20, 20}); game_object2.add_component().set_script(); - auto img3 = Texture("asset/texture/square.png"); - game_object2.add_component(img3, color, Sprite::FlipSettings{false, false}, 1, - 1, 20); + + game_object2.add_component(img1,Sprite::Data{ + .size = {20,20}, + }); //add circle with cirlcecollider deactiveated game_object2.add_component(vec2{0, 0}, 10).active = false; - auto img4 = Texture("asset/texture/circle.png"); - game_object2 - .add_component(img4, color, Sprite::FlipSettings{false, false}, 1, 1, 20) - .active - = false; + + game_object2.add_component(img2,Sprite::Data{ + .size = {20,20}, + }).active = false; } string get_name() const { return "scene1"; } -- cgit v1.2.3 From ef0235137fc931c09e7f6493c7df46d09c47008d Mon Sep 17 00:00:00 2001 From: JAROWMR Date: Thu, 12 Dec 2024 14:51:06 +0100 Subject: removed merge file --- src/crepe/api/LoopTimer.h | 145 ---------------------------------------------- 1 file changed, 145 deletions(-) delete mode 100644 src/crepe/api/LoopTimer.h (limited to 'src/crepe/api') diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h deleted file mode 100644 index 8d0b2f9..0000000 --- a/src/crepe/api/LoopTimer.h +++ /dev/null @@ -1,145 +0,0 @@ -#pragma once - -#include - -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 maximum_delta_time{0.25}; - //! Delta time for the current frame in seconds - std::chrono::duration delta_time{0.0}; - //! Target time per frame in seconds - std::chrono::duration frame_target_time = std::chrono::duration(1.0) / fps; - //! Fixed delta time for fixed updates in seconds - std::chrono::duration fixed_delta_time = std::chrono::duration(1.0) / 50.0; - //! Total elapsed game time in seconds - std::chrono::duration elapsed_time{0.0}; - //! Total elapsed time for fixed updates in seconds - std::chrono::duration elapsed_fixed_time{0.0}; - //! Time of the last frame - std::chrono::steady_clock::time_point last_frame_time; -}; - -} // namespace crepe -- cgit v1.2.3