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path: root/mwe/gameloop/src/loopManager.cpp
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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() {
	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(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);
	}
}