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#include "../facade/SDLContext.h"
#include "../system/AnimatorSystem.h"
#include "../system/CollisionSystem.h"
#include "../system/ParticleSystem.h"
#include "../system/PhysicsSystem.h"
#include "../system/RenderSystem.h"
#include "../system/ScriptSystem.h"
#include "..//system/PhysicsSystem.h"
#include "..//system/CollisionSystem.h"
#include "LoopManager.h"
#include "LoopTimer.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>();
}
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() {
this->get_system<ScriptSystem>().update();
this->get_system<PhysicsSystem>().update();
this->get_system<CollisionSystem>().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);
this->scene_manager.load_next_scene();
}
void LoopManager::render() {
if (this->game_running) {
this->get_system<RenderSystem>().update();
}
}
void LoopManager::update() { LoopTimer & timer = LoopTimer::get_instance(); }
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