Files
CPPGameBook/Capter1/ax_game.cpp
2025-11-02 16:26:43 +01:00

143 lines
3.4 KiB
C++

#include "ax_game.hpp"
#include <vector>
ax_game::ax_game()
{
ax_Window = nullptr;
ax_Renderer = nullptr;
ax_TickCounter = 0;
ax_IsRunning = true;
srand(time(0));
//ax_ball_one = ball(500, 400, 0, 0);
//ax_ball_two = ball(500, 500, 0, 0);
for (int i = 0; i < 10; i++)
{
ax_balliste.emplace_back(ball(rand() % 1024, rand() % 768, (rand() % 200) -100 , (rand() % 200) -100));
}
}
ax_game::~ax_game()
{
ax_ball_one.~ball();
}
bool ax_game::Init(){
if(!SDL_Init(SDL_INIT_VIDEO)){
SDL_Log("Fehler bei SDL_INIT: %s", SDL_GetError());
return false;
}
ax_Window = SDL_CreateWindow("Ersted Fenster", 1024,768,0);
if (!ax_Window) {
SDL_Log("Fehler bei SDL_CreateWindow: %s", SDL_GetError());
SDL_Quit();
return false;
}
ax_Renderer = SDL_CreateRenderer(ax_Window, nullptr);
if(!ax_Renderer){
SDL_Log("Fehler bei SDL_CreateRenderer: %s", SDL_GetError());
SDL_DestroyWindow(ax_Window);
SDL_Quit();
return false;
}
SDL_ShowWindow(ax_Window);
return true;
}
void ax_game::RunLoop(){
const float targetFrameTime = 1.0f / 30.0f; // 30 FPS = 33.333 ms pro Frame
Uint64 freq = SDL_GetPerformanceFrequency();
while(ax_IsRunning){
Uint64 frameStart = SDL_GetPerformanceCounter();
// ======= 1. Logic ==========
Input();
Update();
Output();
// ======= 2. Timing =======
Uint64 frameEnd = SDL_GetPerformanceCounter();
float frameDuration = (frameEnd - frameStart) / (float)freq;
if (frameDuration < targetFrameTime) {
// Zeit, die noch übrig ist, in Sekunden → in Millisekunden umrechnen
float delaySec = targetFrameTime - frameDuration;
SDL_Delay((Uint32)(delaySec * 1000.0f));
}
}
}
void ax_game::Shutdown(){
SDL_DestroyRenderer(ax_Renderer);
SDL_DestroyWindow(ax_Window);
SDL_Quit();
}
void ax_game::Input(){
SDL_Event event;
while(SDL_PollEvent(&event)){
switch (event.type)
{
case SDL_EVENT_QUIT:
ax_IsRunning = false;
break;
}
}
//Tastatur auslesen
SDL_PumpEvents();
const bool *state = SDL_GetKeyboardState(NULL);
if(state[SDL_SCANCODE_ESCAPE]) ax_IsRunning = false;
//if(state[SDL_SCANCODE_S]) ax_balliste[0].vely += 10;
//if(state[SDL_SCANCODE_W]) ax_balliste[0].vely -= 10;
//if(state[SDL_SCANCODE_D]) ax_balliste[0].velx += 10;
//if(state[SDL_SCANCODE_A]) ax_balliste[0].velx -= 10;
}
void ax_game::Update() {
static Uint64 lastTick = SDL_GetPerformanceCounter();
Uint64 now = SDL_GetPerformanceCounter();
float freq = (float)SDL_GetPerformanceFrequency();
float delta = (now - lastTick) / freq;
if (delta > 0.05f) delta = 0.05f;
lastTick = now;
for (auto &n : ax_balliste)
n.Update(delta, ax_balliste);
for (auto it = ax_balliste.begin(); it != ax_balliste.end(); )
it = (!it->alive) ? ax_balliste.erase(it) : ++it;
}
void ax_game::Output(){
SDL_SetRenderDrawColor(ax_Renderer,0,0,255,255); // BG Color
SDL_RenderClear(ax_Renderer); //Puffer leeren
//ax_ball_one.Draw(ax_Renderer);
//ax_ball_two.Draw(ax_Renderer);
for (auto &n : ax_balliste){
n.Draw(ax_Renderer);
}
SDL_RenderPresent(ax_Renderer);
}