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//Using SDL and standard IO
#include <SDL2/SDL.h>
#include <stdio.h>
#include "texture.h"
#include "renderer.h"
#include "window.h"
#include "timer.h"
#include "keyboard.h"
#include <chrono>
#include <thread>
//void millisleep(Uint32 t){
// SDL_Delay(t);
//}
//Screen dimension constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int WALKING_ANIMATION_FRAMES = 7;
int
main( int argc, char* args[] ) {
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
printf( "SDL could not initialize: %s\n", SDL_GetError() );
}
Window window {"This is the title", SCREEN_WIDTH, SCREEN_HEIGHT};
Renderer renderer;
renderer.init(window.window());
const Uint32 LOOP_TIME = 20L; // milliseconds
Timer timer;
timer.start();
GameState game {&renderer, 2.0};
Keyboard keys;
while( true )
{
// Handle events
SDL_Event e;
while( SDL_PollEvent( &e ) != 0 )
{
window.handleEvent(e)->execute(game);
keys.handleEvent(e)->execute(game);
}
if(game.isClosed()) return 0;
if(game.isPaused()) goto next;
// GAME LOOP:
game.update( timer.elapsed() );
game.render();
next:
// Loop time calculation:
timer.restart();
timer.waitUntil( LOOP_TIME );
}
SDL_Quit();
return 0;
}
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