Renderproblem behoben, Input verarbeitung, Positionsupdate
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@@ -61,6 +61,16 @@ void ax_game::Input(){
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break;
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}
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}
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//Tastatur auslesen
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const Uint8 *state = SDL_GetKeyboardState(NULL);
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if(state[SDL_SCANCODE_ESCAPE]) ax_IsRunning = false;
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if(state[SDL_SCANCODE_S]) ax_ball_one.vely += 10;
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if(state[SDL_SCANCODE_W]) ax_ball_one.vely -= 10;
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if(state[SDL_SCANCODE_D]) ax_ball_one.velx += 10;
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if(state[SDL_SCANCODE_A]) ax_ball_one.velx -= 10;
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}
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void ax_game::Update(){
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@@ -73,13 +83,14 @@ void ax_game::Update(){
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ax_TickCounter = SDL_GetTicks();
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// Update Ball
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ax_ball_one.Update();
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ax_ball_one.Update(DeltaTime);
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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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SDL_SetRenderDrawColor(ax_Renderer,0,0,255,255); // BG Color
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SDL_RenderClear(ax_Renderer); //Puffer leeren
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ax_ball_one.Draw(ax_Renderer);
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SDL_RenderPresent(ax_Renderer);
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