#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(){ fprintf(stderr,"loop. \n"); LoopTimer& timer = LoopTimer::getInstance(); while(gameRunning){ timer.update(); lag += timer.getDeltaTime(); processInput(); while (lag >= timer.getFixedDeltaTime()) { fixedUpdate(); lag -= timer.getFixedDeltaTime(); } //update(); //timer.enforceFrameRate(); render(); } 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); } }