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#include "../facade/SDLContext.h"
#include "../manager/EventManager.h"
#include "../manager/LoopTimerManager.h"
#include "../system/AISystem.h"
#include "../system/AnimatorSystem.h"
#include "../system/AudioSystem.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 "../util/Log.h"
#include "LoopManager.h"
using namespace crepe;
using namespace std;
LoopManager::LoopManager() {
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>();
this->event_manager.subscribe<ShutDownEvent>(
[this](const ShutDownEvent & event) { return this->on_shutdown(event); });
this->load_system<AudioSystem>();
this->load_system<AISystem>();
}
void LoopManager::start() {
this->setup();
this->loop();
}
void LoopManager::setup() {
this->game_running = true;
this->loop_timer.start();
this->scene_manager.load_next_scene();
}
void LoopManager::loop() {
try {
while (game_running) {
this->loop_timer.update();
while (this->loop_timer.get_lag() >= this->loop_timer.get_fixed_delta_time()) {
this->fixed_update();
this->loop_timer.advance_fixed_elapsed_time();
}
this->frame_update();
this->loop_timer.enforce_frame_rate();
}
} catch (const exception & e) {
Log::logf(Log::Level::ERROR, "Exception caught in main loop: %s", e.what());
this->event_manager.trigger_event<ShutDownEvent>(ShutDownEvent{});
}
}
// will be called at a fixed interval
void LoopManager::fixed_update() {
this->get_system<InputSystem>().update();
this->event_manager.dispatch_events();
this->get_system<ScriptSystem>().update();
this->get_system<AISystem>().update();
this->get_system<PhysicsSystem>().update();
this->get_system<CollisionSystem>().update();
this->get_system<AudioSystem>().update();
}
// will be called every frame
void LoopManager::frame_update() {
this->scene_manager.load_next_scene();
this->get_system<AnimatorSystem>().update();
//render
this->get_system<RenderSystem>().update();
}
bool LoopManager::on_shutdown(const ShutDownEvent & e) {
this->game_running = false;
// propagate to possible user ShutDownEvent listeners
return false;
}
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