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#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);
}
}
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