#include "../facade/SDLContext.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 "../manager/EventManager.h" #include "LoopManager.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(); EventManager::get_instance().subscribe([this](const ShutDownEvent& event) { return this->on_shutdown(event); }); this->loop_timer = make_unique(); this->mediator.loop_timer = *loop_timer; } void LoopManager::process_input() { this->sdl_context.handle_events(this->game_running); } void LoopManager::start() { this->setup(); this->loop(); } void LoopManager::fixed_update() {} void LoopManager::loop() { this->loop_timer->start(); while (game_running) { this->loop_timer->update(); while (this->loop_timer->get_lag() >= this->loop_timer->get_fixed_delta_time()) { this->process_input(); this->fixed_update(); this->loop_timer->advance_fixed_update(); } this->update(); this->render(); this->loop_timer->enforce_frame_rate(); } } void LoopManager::setup() { this->game_running = true; this->loop_timer->start(); this->loop_timer->set_target_fps(200); } void LoopManager::render() { if (!this->game_running) return; this->get_system().update(); } bool LoopManager::on_shutdown(const ShutDownEvent & e){ this->game_running = false; return false; } void LoopManager::update() {}