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path: root/mwe/gameloop/versions/delayBased.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::loop() {
	fprintf(stderr, "loop. \n");
	while (gameRunning) {
		//Timer::getInstance().update();
		//deltaTime = Timer::getInstance().getDeltaTime();
		processInput();
		update();
		render();
	}
	window.destroyWindow();
}
void LoopManager::setup() {
	gameRunning = window.initWindow();
	LoopTimer::getInstance().start();
	LoopTimer::getInstance().setFPS(210);

	for (int i = 0; i < 2; i++) {
		GameObject * square2 = new GameObject("square2", i * 40, i * 40, 20, 20, 0, 0);
		objectList.push_back(square2);
	}
}
void LoopManager::render() {
	if (gameRunning) {
		window.render(objectList);
	}
}

void LoopManager::update() {
	LoopTimer & timer = LoopTimer::getInstance();
	timer.enforceFrameRate();
	timer.update();
	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);
	}
}