#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; } 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; } } 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(500); 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) { 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); } 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 } } }