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#include "../system/RenderSystem.h"
#include "../system/ScriptSystem.h"
#include "../facade/SDLContext.h"
#include "LoopManager.h"
#include "LoopTimer.h"
using namespace crepe;
LoopManager::LoopManager(const RenderSystem& renderSystem, const SDLContext& sdlContext,
const LoopTimer& loopTimer, const ScriptSystem& scriptSystem,
const SoundSystem& soundSystem, const ParticleSystem& particleSystem,
const PhysicsSystem& physicsSystem, const AnimatorSystem& animatorSystem,
const CollisionSystem& collisionSystem) {
// Initialize systems if needed
// Example: this->renderSystem = renderSystem;
}
void LoopManager::process_input() {
SDLContext::get_instance().handle_events(this->game_running);
}
void LoopManager::start(){
this->setup();
this->loop();
}
void LoopManager::set_running(bool running) { this->game_running = running; }
void LoopManager::fixed_update() {
}
void LoopManager::loop() {
LoopTimer & timer = LoopTimer::get_instance();
timer.start();
while (game_running) {
timer.update();
while (timer.get_lag() >= timer.get_fixed_delta_time()) {
this->process_input();
this->fixed_update();
timer.advance_fixed_update();
}
this->update();
this->render();
timer.enforce_frame_rate();
}
}
void LoopManager::setup() {
this->game_running = true;
LoopTimer::get_instance().start();
LoopTimer::get_instance().set_fps(60);
}
void LoopManager::render() {
if (this->game_running) {
RenderSystem::get_instance().update();
}
}
void LoopManager::update() {
LoopTimer & timer = LoopTimer::get_instance();
}
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