Files
CPPGameBook/Capter1/ax_game.cpp

128 lines
2.7 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(){
int sdlResult = SDL_Init(SDL_INIT_VIDEO);
if(sdlResult != 0){
SDL_Log("Fehler bei SDL_INIT: %s", SDL_GetError());
return false;
}
ax_Window = SDL_CreateWindow("Ersted Fenster", 100,100,1024,768,0);
ax_Renderer = SDL_CreateRenderer(ax_Window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if(!ax_Renderer){
SDL_Log("Fehler bei SDL_CreateRenderer: %s", SDL_GetError());
return false;
}
return true;
}
void ax_game::RunLoop(){
while(ax_IsRunning){
Input();
Update();
Output();
}
}
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_QUIT:
ax_IsRunning = false;
break;
}
}
//Tastatur auslesen
const Uint8 *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(){
while(!SDL_TICKS_PASSED(SDL_GetTicks(), ax_TickCounter + 16));
float DeltaTime = (SDL_GetTicks() - ax_TickCounter) / 1000.0f;
if (DeltaTime > 0.05f)
{
DeltaTime = 0.05f;
}
ax_TickCounter = SDL_GetTicks();
// Update Ball
for (auto &n : ax_balliste){
n.Update(DeltaTime, ax_balliste);
}
// clean up
for (auto it = ax_balliste.begin(); it != ax_balliste.end(); )
{
if (!it->alive)
it = ax_balliste.erase(it); // erase gibt neuen gültigen Iterator zurück
else
++it; // nur erhöhen, wenn nichts gelöscht wurde
}
}
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);
}