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main.cpp
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191 lines (167 loc) · 5.36 KB
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// pong.cpp : Defines the entry point for the application.
//
#include "main.hpp"
#include <iostream>
void pressKey(SDL_Scancode scan, moveDirection& player) {
if (scan == SDL_Scancode::SDL_SCANCODE_W)
player.Up = true;
else if (scan == SDL_Scancode::SDL_SCANCODE_S)
player.Down = true;
else if (scan == SDL_Scancode::SDL_SCANCODE_A)
player.Left = true;
else if (scan == SDL_Scancode::SDL_SCANCODE_D)
player.Right = true;
else if(scan == SDL_Scancode::SDL_SCANCODE_SPACE)
player.Jump = true;
else if(scan == SDL_Scancode::SDL_SCANCODE_LSHIFT)
player.Run = true;
}
void unpressKey(SDL_Scancode scan, moveDirection& player) {
if (scan == SDL_Scancode::SDL_SCANCODE_W)
{
player.Up = false;
}
else if (scan == SDL_Scancode::SDL_SCANCODE_S)
{
player.Down = false;
}
else if (scan == SDL_Scancode::SDL_SCANCODE_A)
{
player.Left = false;
}
else if (scan == SDL_Scancode::SDL_SCANCODE_D)
{
player.Right = false;
}
else if (scan == SDL_Scancode::SDL_SCANCODE_SPACE)
{
player.Jump = false;
}
else if (scan == SDL_Scancode::SDL_SCANCODE_ESCAPE) {
exit(0);
}
else if (scan == SDL_Scancode::SDL_SCANCODE_SPACE)
player.Jump = false;
else if (scan == SDL_Scancode::SDL_SCANCODE_LSHIFT)
player.Run = false;
}
std::atomic_int64_t fps = 0;
void fpsThread() {
while (true) {
std::this_thread::sleep_for(std::chrono::seconds(1));
std::cout << fps << std::endl;
if (fps == 0)
break;
else
fps = 0;
}
}
int main(int argc, char* args[]) {
//std::jthread fps_thread = std::jthread(fpsThread);
if (SDL_Init(SDL_INIT_VIDEO) != 0)
;// std::cout << "HEY.. SDL_Init HAS FAILED. SDL_ERROR: " << SDL_GetError() << std::endl;
RenderWindow window("RayShacer", 640, 480);
GameManager.Init(window);
bool gameRunning = true;
SDL_Event event;
bool shouldDisplay = true; // rendering constantly, and not actually displaying causes memory to stack higher and higher until the frames can be shown
double alpha = 0.0;
Uint64 last_time = SDL_GetPerformanceCounter();
auto X = 0;
auto Y = 0;
moveDirection player;
moveDirection prevplayer;
SDL_SetRelativeMouseMode(SDL_TRUE);
while (gameRunning) {
while (SDL_PollEvent(&event)) {
switch (event.type)
{
case SDL_QUIT:
gameRunning = false;
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
if (event.key.keysym.sym == SDLK_ESCAPE)
gameRunning = false;
if (event.key.state == SDL_PRESSED) {
if (event.key.repeat)
break;
pressKey(event.key.keysym.scancode, player);
if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE) {
gameRunning = false;
break;
}
}
else {
unpressKey(event.key.keysym.scancode, player);
}
break;
case SDL_MOUSEBUTTONDOWN:
X = event.button.x;
Y = event.button.y;
break;
case SDL_MOUSEMOTION:
X = event.motion.xrel;
Y = event.motion.yrel;
//SDL_Log("%d", X);
break;
case SDL_FINGERDOWN:
//SDL_Log("%f", event.tfinger.x);
window.getWindowSize(X, Y);
//SDL_Log("%d", X);
X = event.tfinger.x * (float)X;
Y = event.tfinger.y * (float)Y;
break;
case SDL_WINDOWEVENT:
switch (event.window.event)
{
case SDL_WINDOWEVENT_EXPOSED:
shouldDisplay = true;
break;
case SDL_WINDOWEVENT_MINIMIZED:
shouldDisplay = false;
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
shouldDisplay = true;
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
shouldDisplay = false;
break;
default:
break;
}
default:
break;
}
}
if (shouldDisplay) { // skip frames that cant be shown due to window not currently accepting frames to display
const auto now = SDL_GetPerformanceCounter();
alpha += (double)((double)(now - last_time) / SDL_GetPerformanceFrequency() * UPDATES_A_SECOND);
last_time = now;
while (alpha > 1.0) {
GameManager.gameLogic(X, Y, player, prevplayer);
X = 0;
Y = 0;
prevplayer = player;
alpha -= 1.0;
}
if (gameRunning) {
GameManager.render(window);
fps++;
}
else {
gameRunning = false;
}
}
else {
const auto now = SDL_GetPerformanceCounter();
alpha = 0;
last_time = now;
}
// window.display();
}
window.cleanUp();
SDL_Quit();
//std::cin.get();
return 0;
}