BallClass inklusive renderer / Drawfunktion erstellt
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@@ -1,5 +1,4 @@
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#include "ax_game.hpp"
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#include "ball.hpp"
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ax_game::ax_game()
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{
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@@ -17,25 +16,70 @@ ax_game::~ax_game()
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}
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bool ax_game::Init(){
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int sdlResult = SDL_Init(SDL_INIT_VIDEO);
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if(sdlResult != 0){
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SDL_Log("Fehler bei SDL_INIT: %s", SDL_GetError());
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return false;
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}
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ax_Window = SDL_CreateWindow("Ersted Fenster", 100,100,1024,768,0);
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ax_Renderer = SDL_CreateRenderer(ax_Window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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if(!ax_Renderer){
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SDL_Log("Fehler bei SDL_CreateRenderer: %s", SDL_GetError());
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return false;
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}
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return true;
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}
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void ax_game::RunLoop(){
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while(ax_IsRunning){
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Input();
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Update();
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Output();
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}
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}
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void ax_game::Shutdown(){
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SDL_DestroyRenderer(ax_Renderer);
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SDL_DestroyWindow(ax_Window);
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SDL_Quit();
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}
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void ax_game::Input(){
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SDL_Event event;
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while(SDL_PollEvent(&event)){
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switch (event.type)
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{
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case SDL_QUIT:
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ax_IsRunning = false;
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break;
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}
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}
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}
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void ax_game::Update(){
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while(!SDL_TICKS_PASSED(SDL_GetTicks(), ax_TickCounter + 16));
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float DeltaTime = (SDL_GetTicks() - ax_TickCounter) / 1000.0f;
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if (DeltaTime > 0.05f)
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{
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DeltaTime = 0.05f;
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}
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ax_TickCounter = SDL_GetTicks();
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// Update Ball
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}
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void ax_game::Output(){
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SDL_SetRenderDrawColor(ax_Renderer,0,0,255,255);
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SDL_RenderClear(ax_Renderer);
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ax_ball_one.Draw(ax_Renderer);
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SDL_RenderPresent(ax_Renderer);
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}
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