#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); } }