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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;
} else if (event.key.keysym.sym == SDLK_i) {
LoopTimer::getInstance().setGameScale(
LoopTimer::getInstance().getGameScale() + 0.1);
} else if (event.key.keysym.sym == SDLK_k) {
LoopTimer::getInstance().setGameScale(
LoopTimer::getInstance().getGameScale() - 0.1);
}
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(500);
for (int i = 1; i < 3; i++) {
GameObject * square
= new GameObject("square2", i * 60, i * 60, 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++) {
GameObject * obj = objectList[i];
// Move the object based on its direction
if (obj->direction == 1) {
obj->setX(obj->getX() + 50 * delta);
} else {
obj->setX(obj->getX() - 50 * delta);
}
if (obj->getX() > 500) {
obj->setX(500);
obj->direction = 0; // Switch direction to left
} else if (obj->getX() < 50) {
obj->setX(50); // Clamp the position to the boundary
obj->direction = 1; // Switch direction to right
}
}
}
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