Repository navigation
Expand file tree
/
Copy pathGame.cpp
More file actions
137 lines (107 loc) · 2.52 KB
/
Copy pathGame.cpp
File metadata and controls
137 lines (107 loc) · 2.52 KB
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
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
#include "Game.h"
#include "Player.h"
#include "Enemy.h"
#include "InputHandler.h"
#include "PlayState.h"
#include "MenuButton.h"
#include <iostream>
#include "MainMenuState.h"
Game* Game::s_instance = 0;
Game* Game::Instance()
{
if (s_instance == 0)
{
s_instance = new Game();
return s_instance;
}
return s_instance;
}
Game::Game()
{
}
Game::~Game()
{
}
void Game::init(const char* title, int x, int y, int w, int h, Uint32 flag)
{
m_running = true;
if ( SDL_Init(SDL_INIT_EVERYTHING) >= 0)
{
m_window = SDL_CreateWindow("SDL2", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, flag);
if (m_window != NULL)
m_renderer = SDL_CreateRenderer(m_window, -1, 0);
}
else
{
std::cout << "SDL Failed to Init";
}
TextureManager::Instance()->load("./res/animation.png", "animate", m_renderer);
// GameObjectFactory::Instance()->RegisterType("MenuButton", new MenuButtonCreator());
// m_gameObjects.push_back(new Player(new LoaderParams(100, 100, 62, 82, "animate")));
// m_gameObjects.push_back(new Enemy(new LoaderParams(10, 10, 62, 82, "animate")));
m_gameStateMachine = new GameStateMachine();
m_gameStateMachine->ChangeState(new MainMenuState());
}
void Game::render()
{
SDL_SetRenderDrawColor(m_renderer, 0, 75, 127, 1);
SDL_RenderClear(m_renderer);
// TextureManager::Instance()->Draw("animate", 10, 10, 62,82, GetRenderer(), SDL_FLIP_NONE);
// TextureManager::Instance()->DrawFrame("animate", 100, 100, 62, 82,1,1, GetRenderer(), SDL_FLIP_NONE);
m_gameStateMachine->Render();
/*for (std::vector<GameObject*>::size_type i = 0 ; i != m_gameObjects.size(); i++)
{
m_gameObjects[i]->Draw();
}*/
SDL_RenderPresent(m_renderer);
}
void Game::update()
{
m_gameStateMachine->Update();
/*for (std::vector<GameObject*>::size_type i = 0; i != m_gameObjects.size(); i++)
{
m_gameObjects[i]->Update();
}*/
}
void Game::handleEvents()
{
/*SDL_Event event;
if (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
m_running = false;
break;
default:
break;
}
}*/
InputHandler::Instance()->Update();
if (InputHandler::Instance()->IsKeyDown(SDL_SCANCODE_RETURN))
{
m_gameStateMachine->ChangeState(new PlayState());
}
}
void Game::clean()
{
SDL_DestroyWindow(m_window);
SDL_DestroyRenderer(m_renderer);
SDL_Quit();
}
void Game::run()
{
while (m_running)
{
m_frameStart = SDL_GetTicks();
handleEvents();
update();
render();
m_frameTime = SDL_GetTicks() - m_frameStart;
if (m_frameTime < DELAY_TIME)
{
SDL_Delay((int)(DELAY_TIME - m_frameTime));
}
}
clean();
}