blob: 28554550880505474e8c8dd3b14104883137916f (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
|
#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 "../system/EventSystem.h"
#include "LoopManager.h"
using namespace crepe;
using namespace std;
LoopManager::LoopManager() {
this->load_system<ScriptSystem>();
this->load_system<AISystem>();
this->load_system<PhysicsSystem>();
this->load_system<CollisionSystem>();
this->load_system<AnimatorSystem>();
this->load_system<ParticleSystem>();
this->load_system<RenderSystem>();
this->load_system<InputSystem>();
this->load_system<EventSystem>();
this->load_system<AudioSystem>();
this->mediator.loop_manager = *this;
}
void LoopManager::start() {
this->setup();
this->loop();
}
void LoopManager::fixed_update() {
for (auto & [type, system] : this->systems) {
if (!system->active) continue;
system->fixed_update();
}
}
void LoopManager::frame_update() {
for (auto & [type, system] : this->systems) {
if (!system->active) continue;
system->frame_update();
}
}
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::loop() {
LoopTimer & timer = this->loop_timer;
timer.start();
while (game_running) {
timer.update();
while (timer.get_lag() >= timer.get_fixed_delta_time()) {
this->fixed_update();
timer.advance_fixed_update();
}
this->frame_update();
timer.enforce_frame_rate();
}
}
|