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Engine.cpp
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Engine.cpp
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#include "Engine.h"
#include "Player.h"
#include "Input.h"
#include "Projectile.h"
int Engine::screenWidth = 0;
int Engine::screenHeight = 0;
bool Engine::isRunning = true;
Engine::Engine()
{
gameAudio = new Audio();
renderer = nullptr;
window = nullptr;
// if you turn this off you can watch it do ugly antialiasing on rotation
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
}
Engine::~Engine()
{
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
}
void Engine::Run(int w, int h)
{
screenWidth = w;
screenHeight = h;
if (Init() == false)
{
printf("Failed to init the Engine. SDL Error: %s\n", SDL_GetError());
}
else
{
if (Mix_PlayingMusic() == 0) {
Mix_PlayMusic(gameBGMusic, -1);
}
gameLoop();
}
}
bool Engine::Init()
{
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) != 0)
{
printf("SDL failed to init SDL. SDL Error: %s\n", SDL_GetError());
return false;
}
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 750) < 0) {
printf("SDL mixer didnt init. SDL mixer error: %s\n", Mix_GetError());
}
else {
Mix_AllocateChannels(10);
}
window = SDL_CreateWindow("Advent", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screenWidth, screenHeight, SDL_WINDOW_SHOWN);
if (window == nullptr)
{
printf("SDL Failed to create a window. SDL Error: %s\n", SDL_GetError());
return false;
}
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == nullptr)
{
printf("SDL failed to create a renderer. SDL Error: %s\n", SDL_GetError());
return false;
}
gameAudio->LoadAudioMedia();
gameBGMusic = gameAudio->bgMusic;
if (gameBGMusic == nullptr) {
printf("you dun goofed. no bg music");
}
background.LoadFromFile(renderer, "resources/space_bg.png");
return true;
}
//Engine::gameLoop() Kappa.
void Engine::gameLoop()
{
player = new Player(renderer, gameAudio);
enemy = new Enemy(renderer, gameAudio, player->GetPosition());
crosshair = new Crosshair(renderer);
input = new Input();
float dt = 1 / 60.0f;
float currentTime = SDL_GetTicks() / 1000.0f;
while (isRunning)
{
processInputs();
//update stuff
float newTime = SDL_GetTicks() / 1000.0f;
float frameTime = newTime - currentTime;
currentTime = newTime;
while (frameTime > 0.0f)
{
float deltaTime = std::min(frameTime, dt);
frameTime -= deltaTime;
}
update();
}
}
void Engine::processInputs()
{
input->ProcessInput();
crosshair->HandleInput(input);
player->HandleInput(input);
}
void Engine::update()
{
if (!player->IsDead)
{
player->Update();
enemy->Update();
draw();
}
}
void Engine::draw()
{
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, background.GetTexture(), NULL, NULL);
player->Render(renderer);
enemy->Render(renderer);
crosshair->Render(renderer);
SDL_RenderPresent(renderer);
}
int Engine::GetScreenWidth()
{
return screenWidth;
}
int Engine::GetScreenHeight()
{
return screenHeight;
}
void Engine::Quit()
{
isRunning = false;
Mix_Quit();
IMG_Quit();
SDL_Quit();
}