#include "../facade/SDLContext.h" #include "../system/AISystem.h" #include "../system/AnimatorSystem.h" #include "../system/CollisionSystem.h" #include "../system/ParticleSystem.h" #include "../system/PhysicsSystem.h" #include "../system/RenderSystem.h" #include "../system/ScriptSystem.h" #include "LoopManager.h" #include "LoopTimer.h" using namespace crepe; using namespace std; LoopManager::LoopManager() { this->load_system(); this->load_system(); this->load_system(); this->load_system(); this->load_system(); this->load_system(); this->load_system(); } void LoopManager::process_input() { SDLContext::get_instance().handle_events(this->game_running); } void LoopManager::start() { this->setup(); this->loop(); } void LoopManager::set_running(bool running) { this->game_running = running; } void LoopManager::fixed_update() {} void LoopManager::loop() { LoopTimer & timer = LoopTimer::get_instance(); timer.start(); while (game_running) { timer.update(); while (timer.get_lag() >= timer.get_fixed_delta_time()) { this->process_input(); this->fixed_update(); timer.advance_fixed_update(); } this->update(); this->render(); timer.enforce_frame_rate(); // Stop the game after 10 seconds, for testing purposes if (timer.get_current_time() > 10) { this->game_running = false; } } } void LoopManager::setup() { this->game_running = true; LoopTimer::get_instance().start(); LoopTimer::get_instance().set_fps(200); this->scene_manager.load_next_scene(); } void LoopManager::render() { if (this->game_running) { this->get_system().update(); } } void LoopManager::update() { LoopTimer & timer = LoopTimer::get_instance(); this->get_system().update(); this->get_system().update(); }