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#include "../system/AISystem.h"
#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 "manager/EventManager.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->load_system<AISystem>();
}
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() {
// TODO: retrieve EventManager from direct member after singleton refactor
EventManager & ev = this->mediator.event_manager;
ev.dispatch_events();
this->get_system<ScriptSystem>().update();
this->get_system<AISystem>().update();
this->get_system<PhysicsSystem>().update();
this->get_system<CollisionSystem>().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;
this->scene_manager.load_next_scene();
timer.start();
timer.set_fps(200);
}
void LoopManager::render() {
if (!this->game_running) return;
this->get_system<AnimatorSystem>().update();
this->get_system<RenderSystem>().update();
}
void LoopManager::update() { this->get_system<AnimatorSystem>().update(); }
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