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-rw-r--r--src/main.cpp72
1 files changed, 4 insertions, 68 deletions
diff --git a/src/main.cpp b/src/main.cpp
index fb4a6b5..1cc27d3 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -18,44 +18,6 @@ const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int WALKING_ANIMATION_FRAMES = 7;
-void loop( Renderer &renderer, Texture &gSpriteSheetTexture, SDL_Rect* gSpriteClips, Uint32 dt){
- static int frame;
-
- renderer.clear();
- SDL_Rect* currentClip = &gSpriteClips[ frame / WALKING_ANIMATION_FRAMES ];
-
-
- // Txanpona mugitu:
- float vx = 100; // px/s
- static float xpos0;
- float xpos = xpos0 + dt/1000.f * vx;
- xpos0 = xpos;
-
- float g = 75; // px/(s^2)
- static float vy0 = 100; // px/s
- static float ypos0;
- float vy = vy0 -(dt/1000.f * g) ;
- float ypos = ypos0 + dt/1000.f * vy;
- ypos0 = ypos;
- vy0 = vy;
- if ( ypos0 < 0 ) { ypos0 = 0; }
- if ( ypos < 0 ) { ypos = 0; }
-
- gSpriteSheetTexture.render(xpos, (SCREEN_HEIGHT/2 -20) - ypos, currentClip);
-
- //Update screen
- renderer.update();
- ++frame;
-
- //Cycle animation
- if( frame / WALKING_ANIMATION_FRAMES >= WALKING_ANIMATION_FRAMES )
- {
- frame = 0;
- }
- return;
-
-}
-
int
main( int argc, char* args[] ) {
@@ -67,38 +29,12 @@ main( int argc, char* args[] ) {
Window window {"This is the title", SCREEN_WIDTH, SCREEN_HEIGHT};
Renderer renderer;
renderer.init(window.window());
- renderer.setScale(2,2);
-
- //The window we'll be rendering to
- SDL_Rect gSpriteClips[ WALKING_ANIMATION_FRAMES ];
- Texture gSpriteSheetTexture {renderer.renderer()};
-
-
- //Load sprite sheet texture
- if(-1 ==gSpriteSheetTexture.loadFromFile( "assets/money.png" ) )
- {
- return -1;
- }
- else
- {
- for( int i =0; i < WALKING_ANIMATION_FRAMES; i++){
- //Set sprite clips
- gSpriteClips[ i ].x = i*16;
- gSpriteClips[ i ].y = 0;
- gSpriteClips[ i ].w = 16;
- gSpriteClips[ i ].h = 16;
- }
- }
-
-
- // BODY
- ///////////////////////////////////////////////////////////////////////////
const Uint32 LOOP_TIME = 20L; // milliseconds
Timer timer;
timer.start();
- GameState game;
+ GameState game {&renderer, 2.0};
Keyboard keys;
while( true )
@@ -107,7 +43,6 @@ main( int argc, char* args[] ) {
SDL_Event e;
while( SDL_PollEvent( &e ) != 0 )
{
- // Maybe add commands in a queue or a better defined stream?
window.handleEvent(e)->execute(game);
keys.handleEvent(e)->execute(game);
}
@@ -117,10 +52,11 @@ main( int argc, char* args[] ) {
// GAME LOOP:
- loop(renderer, gSpriteSheetTexture, gSpriteClips, timer.elapsed());
+ game.update( timer.elapsed() );
+ game.render();
- // Loop time calculation:
next:
+ // Loop time calculation:
timer.restart();
timer.waitUntil( LOOP_TIME );
}