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 | #include "../system/AnimatorSystem.h"
#include "../system/CollisionSystem.h"
#include "../system/InputSystem.h"
#include "../system/ParticleSystem.h"
#include "../system/PhysicsSystem.h"
#include "../system/RenderSystem.h"
#include "../system/ScriptSystem.h"
#include "LoopManager.h"
using namespace crepe;
using namespace std;
LoopManager::LoopManager() {
	this->mediator.component_manager = this->component_manager;
	this->mediator.scene_manager = this->scene_manager;
	this->load_system<AnimatorSystem>();
	this->load_system<CollisionSystem>();
	this->load_system<ParticleSystem>();
	this->load_system<PhysicsSystem>();
	this->load_system<RenderSystem>();
	this->load_system<ScriptSystem>();
	this->load_system<InputSystem>();
}
void LoopManager::process_input() { this->get_system<InputSystem>().update(); }
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 = this->loop_timer;
	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() {
	LoopTimer & timer = this->loop_timer;
	this->game_running = true;
	timer.start();
	timer.set_fps(200);
}
void LoopManager::render() {
	if (!this->game_running) return;
	this->get_system<RenderSystem>().update();
}
void LoopManager::update() {}
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